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...)

17 comments
Thanks in advance!
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
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.
It is probably intentional, I’ll try messing with the translations
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?