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Tommas666

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  1. tommas666
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    Hey guys, this was posted by Groovtama himself (the author of XPMSE) in the SE version of this patch (which works the same way as this version), explaining how XPMSE works when using FNIS AND Nemesis at the same time (with and without this patch)


    Quote:
    No, XPMSE uses the FNIS Alternative Animation prefix by default, this script changes the prefix to the Nemesis one. FNIS does not know anything about those so you will get Animation variable warnings just in reverse if you would only use FNIS, if you are running Nemesis after FNIS then you are using the Nemesis' Animation variables, regardless if you also use FNIS, because Nemesis overwrites the scripts of FNIS.

    Nemesis installs a proxy script that redirects FNIS Alternative Animation changes to Nemesis. Nemesis for some goddamn stupid reason only knows some of the FNIS Alternative Animation variables and not all, which is the reason the warnings come from. The one it does not know ends up in in a Papyrus warning and returns 0 (which is the default alternative animation in XPMSE). For what reason Nemesis has no just a String replace on the prefix in the proxy script, and is in this way backwards compatible with FNIS, I don't f***ing know.

    @tommas666 
    Thanks for the upload to here.
  2. SayidD
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    Mr. tommas666 hello, 
    With the last update of XPMSE 

    • Version 5.04

      • (2023-08-19)
        - Added the FNIS alternative animation files to the Weapon Styles option in case FNIS/Nemesis interactions are different when they are not present.


    ¿Your fix is not needed?

    Also, as Mr. Groovtama specify: XPMSSE - Nemesis - Papyrus Stack Fix This mod includes the changes for XPMS(S)E MCM to work with Nemesis, sadly it also includes the changes from the original XPMSE - Fixed Scripts that causes co-save bloat.
    You could try Optimised Scripts for XPMSSE and run the SSE scripts on LE, but due to the dependency on powerofthree's Papyrus Extender, I can not say it will work or not, but it would fix the co-save bloat. 

    ¿Woud it be safe to only install XPMSE-Fixed Scripts (Special edition available only) an Optimised scripts for  XPMSSE (SE available only too)? Your toughts?
    1. tommas666
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      I am not sure, as I am not playing Skyrim anymore... I would ask in the original mod to see if they can help you there :(
    2. SayidD
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      BIG THANKS!

      You asking has more weight to the matter :D
  3. RenaPG
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    This mod applied the changes to the fixed scripts as opposed to the default XPMSE scripts, right?
    1. tommas666
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      Yes, but this mod contains only ONE script, you still need the fixed scripts for the other two scripts that need fixing. So install fixed scripts first, and mine after, overwriting fixed scripts.
    2. Meraru99
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      So if we still still need fixed scrips does that mean we have to install a mod from SE?
    3. Spyro1984
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      @Meraru99:

      Yes. Install the fixed scripts from SE and it will work. XPMSE did not change the scripts included for either LE or SE versions, so the fixed scripts should work without issues.
    4. terminetwork
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      For anyone wondering where to  install the  files from "fixed scripts"

      Reading through  the page of fixed scripts on SSE Nexus, it is quoted that cskriffin wrote an article (here) about how to solve the bug.
      The very first line says:
      ??(Important: Scripts for Skyrim LE go in 'Data\Scripts\Source\'. Scripts for Skyrim SE go in 'Data\Source\Scripts'. If they do not appear in the CreationKit they are in the wrong place.)

      But... checking through MO2, the three files

      • RaceMenuPluginWeapons.pex (90.8 kB)
      • XPMSELib.pex (9.7 kB)
      • XPMSEWeaponStyleScaleEffect.pex (63.2 kB)
      Are actually located in the Data\Scripts\   and NOT into Data\Scripts\Source, those are the .psc files which are not part of the "fixed scripts" mod.
      ??

      So in theory even if we download an SSE mod for LE,  it should place the files correctly.  Hope this cleared any confusion
  4. AghaFL
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    Does this affect on the creatures animations like FNIS Creature Pack 7.6..... 
  5. Oyhuria
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    i had alot of script lag problems using CGO some months ago, but i cant rlly tell if it was caused by this, never understood exactly what causes xpmse to stack or dump. do you think that this might help with it? i used nemesis alongside with fnis btw idk if this fix is necessary or not
    1. tommas666
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      I don't know how this would behave with both mods... the original script checks for animations with the prefix "fnisaa" which are animations registered by FNIS... and I have changed it to check for "Nemesis_AA"... it can't check for both... so even if you can make FNIS and Nemesis "sort of" compatible, they will not be FULLY compatible with XPMSSE... you can try this script and see if it improves... this should only affect styles for NPCS, but it may break things for FNIS...

      As a recommendation... download this, and try it ON A TEST SAVE, if it improves things, then go for it, but I have not tested this with FNIS.
    2. Oyhuria
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      thanks for the answer :^)
    3. namtar55
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      Netherworks, from NFF once told me the change grip feature of CGO is somewhat buggy. That was found on SE game, but the mod is the same for LE.

      I turned change grip and related perks off, and CGO runs smooth for me since then. 
    4. Oyhuria
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      yes the grip feature is kinda buggy, but i love it and its a must have for me, it works well enough

      Btw just came back to say this mod works amazingly well ! i also forgot to mention that Nemesis will aways be overwritting fnis meanwhile fnis only works with creatures. so no issues about compatibility at all 

      this mod helps alot with memory, so populated areas are not crashing in my playtroughts till rn, even in a uuuuhhbb pretty unclean save file :DD
    5. Oyhuria
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      only other lines that i noticed from xpmse were the ".XPMSEWeaponStyleScaleEffect.OnEffectStart()" "XPMSEWeaponApplyEffect.OnEffectStart()" but its pretty much rare to find them, yet idk what causes them to show up
  6. namtar55
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    While the fnis errors are gone, xpmse is still returning this kind of error 

    Spoiler:  
    Show
    Error:  (0002C931): cannot find variable named bIsNemesisLocked.
    stack:
    [ (0002C931)].WIDeadBodyCleanupScript.SetAnimationVariableInt() - "<native>" Line ?
    <unknown self>.Nemesis_AA.SetAnimGroupLoad() - "Nemesis_AA.psc" Line 27
    <unknown self>.fnis_aa.SetAnimGroupEX() - "FNIS_aa.psc" Line 8
    <unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line 242
    [None].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line 1553
    [None].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 514
    [None].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 418
    [None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?


    Could it be a conflit with allgud fix?
    1. tommas666
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      I don't know if it is an allgud issue, but it does not have the kind of animation name that this script fixes, so it can be mod specific...
  7. namtar55
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    This is a most welcome fix. Endorsed. 
  8. marmotte
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    The kind of fix i particulary like. 1 endorsement well deserved. Thank you.