I made a test without it with no sucess. I re-download your file and redo all test without better result.
If other user don't have problem, it's certainly a problem on my side, but it is very odd, maybe a bad combination of mod. I can send you my list of mod, but it is a long list.
If you don't have another idea, i will continue to track this mod, maybe if someone else encounter same problem we could found the culprit more easier.
edit: Anyways, thank you to take some time to investigate
You may want to put a link to XPMSE directly in your Mod's description and as a dependency when people download. http://www.nexusmods.com/skyrim/mods/68000/?
There are a lot, and I mean a lot of people who don't know the difference between XP32, XPMS, and XPMSE (and that is totally understandable, the naming on these skeletons leaves much to be desired.)
It'd likely help cut down on the amount of support questions.
At the very least, using XP32 or XPMS in a load order that happens to also being using HDT of any sort will cause a Papyrus error storm (the system spams a crap ton of error alerts) due to missing HDT aspects in the skeleton which will tank someone's FPS.
So, if someone happens to be running XPMSE and installs this mod, or a follower, or a child overhaul that is using XP32/XPMS skeletons their performance will get crushed every time an NPC or other entity using these outdated skeletons is in the same cell.
You're absolutely right, you may not need it if you aren't using HDT, but you also don't need to use HDT to use XPMSE and overall it'd be better to move to the most current modding skeleton that is actually being supported (XP32 and XPMS are never going to be updated; well XPMS is being updated but it's transitioned to being called XPMSE.)
Dayummmm so close. Was looking for this forever, but I use XPMSE. I don't need HDT right now either, but I like to future proof my LO especially when it comes to skeletons.
@rsagris I didn't know there was a difference between the various "XP" skeletons either until I read your comment. I've used different versions in various playthroughs, but didn't realize I was using different mods as the names are all so similar, and I always assumed the abbreviations people use referred to the same mod. Thanks for mentioning that.
I use Enhanced Camera alongside this mod. It works fine but when I look down the torso is all messed up. Are they compatible or is it some other problem?
I asked about crash fixes because it can output when a skeleton has an error on crash ex. missing ninode. Since there was no error message for you it is very strange.I have run out of ideas as to why it is crashing because it works fine for me.
I redid my load order to remove some heavy script mod, and finally I removed archery overhaul because it was a little buggy (animation problem and bad interaction with distant order of follower).
I rerun my FNIS patcher without the fix for Archery overhaul (with your mod, obviously) and it works !!
So I don't know if it Archery overhaul or just the fix, but it was bound.
Now I can enjoy your mod
Edit: So weird, CTD when I load my savegame is back :/
I give up, sure it's a problem on my side, maybe an animation relative mod or something like that.
Despite that, when i test it, it's just perfect, so I give you an endorsement even it's doesn't work on MY configuration, your support and work deserve it.
Great, thank you, I'll check it out. I use Dual Sheath Redux and some other mods that are heavily dependent on the XPMS skeleton so I just wanted to be sure on that.
Interesting. Whilst I don't technically use first-person anymore, (Enhanced Camera has it's own pseudo first person view), this looks like a good compromise. Why Bethesda thought it necessary to waste so much screen real estate on your wrists/forearms is beyond me.
31 comments
I've got an instant CTD when i use your mod :'(
XPMS is installed, I was using 1.95, after CTD, I made an upgrade to 1.96, same result.
I use enhanced camera and FNIS ( with arms fix, Blocking Combat behavior, TK Dodge and Archery overhaul patches).
Have you got an idea about it ?
Maybe you need some additional information to help me (if you can) ?
I use STEP guide as a baseline for my load order, and follow these recommendations.
if you replace the skeleton i provided, does the ctd go away?
did you run fnis after installing my skeleton?
If I remove your mod and use only original XPMS skeleton, same save load without problem.
I don't use PCEA. and I always rerun FNIS when i touch animation or skeleton relative mod.
would you try the skeleton with a new game or vanilla save?
Do you use crash fixes mod?
I made a test without it with no sucess.
I re-download your file and redo all test without better result.
If other user don't have problem, it's certainly a problem on my side, but it is very odd, maybe a bad combination of mod.
I can send you my list of mod, but it is a long list.
If you don't have another idea, i will continue to track this mod, maybe if someone else encounter same problem we could found the culprit more easier.
edit: Anyways, thank you to take some time to investigate
You need to be using XPMSE:
http://www.nexusmods.com/skyrim/mods/68000/?
There are a lot, and I mean a lot of people who don't know the difference between XP32, XPMS, and XPMSE (and that is totally understandable, the naming on these skeletons leaves much to be desired.)
It'd likely help cut down on the amount of support questions.
i don't use HDT physics so i didn't need to update
i suppose i can make one with xpmse as a base but i didn't think that would cause a ctd
So, if someone happens to be running XPMSE and installs this mod, or a follower, or a child overhaul that is using XP32/XPMS skeletons their performance will get crushed every time an NPC or other entity using these outdated skeletons is in the same cell.
You're absolutely right, you may not need it if you aren't using HDT, but you also don't need to use HDT to use XPMSE and overall it'd be better to move to the most current modding skeleton that is actually being supported (XP32 and XPMS are never going to be updated; well XPMS is being updated but it's transitioned to being called XPMSE.)
Bug: Bow instable.
Thanks.
I redid my load order to remove some heavy script mod, and finally I removed archery overhaul because it was a little buggy (animation problem and bad interaction with distant order of follower).
I rerun my FNIS patcher without the fix for Archery overhaul (with your mod, obviously) and it works !!
So I don't know if it Archery overhaul or just the fix, but it was bound.
Now I can enjoy your mod
Edit: So weird, CTD when I load my savegame is back :/
I give up, sure it's a problem on my side, maybe an animation relative mod or something like that.
Despite that, when i test it, it's just perfect, so I give you an endorsement even it's doesn't work on MY configuration, your support and work deserve it.
i am at a loss
BTW, that's an AWESOME painting in the background