Quick Compatibility guide – Starting from Scratch.
This instruction guide assumes that you have some experience with Nifskope and can manipulate node names, location, and adjustments with it.

Use any of my main/optional files as reference. You can also refer to the (TYPE 1 Diagram) at the end as a guide.  Now, open the reference Skeleton.nif and look for the following Nodes:

·       LLeg_Thigh_OFFSET
·       RLeg_Thigh_OFFSET
·       LLeg_Knee_OFFSET
·       RLeg_Knee_OFFSET
·       LLeg_Calf_OFFSET
·       RLeg_Calf_OFFSET
·       LLeg_Calf_Lower_OFFSET
·       RLeg_Calf_Lower_OFFSET
·       LLeg_Foot_OFFSET
·       RLeg_Foot_OFFSET
·       LButt_OFFSET
(Optional)
·       RButt_OFFSET
(Optional)
 
All of my adjustments are contained within these (offset) nodes.

Now download your preferred skeleton mod, open its Skeleton.nif and create these nodes (Block->Insert->NiNode). Make sure to refer to the reference file and set up the nodes’ positions exactly. Once the nodes are in the correct order, you need to copy the Translation (X,Y,Z), Rotation (Y,P,R) and Scale adjustments one by one to your new skeleton file.
Once you are done with all the nodes, save, exit and test it in-game.

HINT: Compare the Nifskope previews to see if the new file looks similar to the reference ('Show Nodes' setting is quite helpful here). This is a useful, visual way to determine if a node is incorrectly placed.



Quick Compatibility guide – ‘Adjusted Neck and Head Proportions’.

Use the provided 'shorter neck with vanilla head size' version as a reference.

What you are looking for in the skeleton file are node names starting with 'CME '. These are from the mod ‘Adjusted Neck and Head Proportions’.
These nodes have all the custom adjustments from that mod and it will make things a lot easier for you.

Now you need to download your favorite variant of ‘Adjusted Neck and Head Proportions’ and check the ‘CME ’ nodes for its adjustments.
You can now decide whether you want to copy the adjustments from the new file to the reference file (remove 'shorter neck with vanilla head size’ tweaks, if
you don’t need them) or start from scratch and create ‘_OFFSET’ nodes in your new file (refer to the guide above).

Once you are done, save, exit Nifskope and test it in-game.
 
HINT: Compare the Nifskope previews to see if the new file looks similar to the reference ('Show Nodes' setting is quite helpful here). This is a useful, visual way to determine if a node is incorrectly placed.
NOTE: Ignore adjustments (except Scale) within the node ‘CME COM’ as they are most likely made in oversight/error.

 
You can use a combination of the above methods to merge adjustments from multiple skeletons (for example, a version with Knee Fix, Short Neck and No Collapsed Butt, etc...)

Good Luck!


TYPE 1 Diagram


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SQr17

17 comments

  1. CalimSC
    CalimSC
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    Someone can share a quick tuto to show how to do it with just one NiNode so i can have a good start to do it on my own?

    Thanks in advance!
    1. zed140
      zed140
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      At base it can be easy. Open the source skeleton in one window, the destination skeleton in second window. Now you have just to search for branch called with OFFSET in name/value then right click copy branch from source window and right click paste branch to the destination window at the same branch level. The problem can come if you have different branch level like the one skeleton I use.
  2. hjlggg
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    I don't konw if it works for ZaZ-Extended-Skeleton?I tried to make a compatibility skeleton of ZaZ-Extended-Skeleton and AnimeRace,but it didn't work.
    1. dickyftw
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      I was curious about this too, since I'm mostly using Fusion right now
    2. hjlggg
      hjlggg
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      It actually works,and I'm already using it for my FO4.0v0
    3. straw
      straw
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      Care to share? :3
  3. Goatballs
    Goatballs
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  4. haluzzak
    haluzzak
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  5. ss_kk
    ss_kk
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    Thank you very much!!

    I have copied your offsets (copy branch) to my preferred skeleton, which is "vanilla neck and head -smaller arm hands legs and shoulders"

    I have also deleted a z -2 setting from Root

    All seems _almost_ fine, however the skeleton is floating (about 2 units) above the ground, which is visible in nifskope too - whereas your skeleton is flush to the ground (both in nifskope and in-game).

    What am I missing?

    My skel: https://drive.google.com/open?id=1GqStv4uIGZDJm-RNEGgPDvdS9uuf-XaJ



    1. SQr17
      SQr17
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      Found the issue; your skeleton has the nodes 'CME LLeg_Thigh' and 'CME RLeg_Thigh' at Scale value of 0.95. You can set these to 1.00 and the feet will touch the ground again.
      Beware though, these adjustments are probably intentional for this particular variant (smaller legs).

      You can also make the legs touch the ground, without modifying scale, by setting a value of (Translate X=-3.5) on these nodes. No idea how it will look in-game, though.
      Hope this helps.
    2. ss_kk
      ss_kk
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      Aha!! TYVM! Will test further as soon as I’m back to my home computer.

      It is probably intentional, I’ll try messing with the translations
    3. ss_kk
      ss_kk
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      At a first look, it seems to be fine in-game. TY!
    4. SQr17
      SQr17
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      Here's another idea, instead of setting the (Translate X=-3.5) on the 'CME LLeg_Thigh' and 'CME RLeg_Thigh' nodes, put them in the 'CME COM' node. That way, you will likely avoid any unwanted deformations.
    5. ss_kk
      ss_kk
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      I'm not sure what you mean.

      They are in Root \ CME COM \ COM \ Pelvis, along with others like Pelvis skin, butt fat skin etc

      You mean move just the two calf nodes directly under CME COM (doesn't sound right to me), or translate CME COM by -3.5 instead of translating the two calves?
    6. SQr17
      SQr17
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      Yup, translate CME COM by -3.5 instead of translating the two calves/thighs.
    7. ss_kk
      ss_kk
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      Got it. Both variants look fine in-game. Will test more, TY!
    8. ss_kk
      ss_kk
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      Got it. Both variants look fine in-game. Will test more, TY!