Skyrim Special Edition

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Lazyleader

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LayZeaLod

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69 comments

  1. theludd
    theludd
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    Leaving this here for those interested in keeping their skeleton from xp32 but gaining the effect from this mod. Without this mod I could not be telling you this, so please endorse.

    Depending on which versions you are using (of both this mod and xp32), the specific NiNode number and/or translation values may be different. So unless you are using the 50% version, don't go by my picture.

    Firstly, you might want to make a backup of the XP32 mesh in case you mess something up. Then open up both of the corresponding meshes in Nifskope.
    Copy the highlighted values (look at the picture below) from this mod to the other. Save and enjoy.

    Comparison pic.
    1. Threepkiller
      Threepkiller
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      Works as described. Thanks for taking the time to share these instructions.

      EDIT: In addition to the values shown in that comparison pic, you also need to copy the values from the "NPC" and "NPC Root" nodes, otherwise the camera ends up being higher than normal.
    2. LayZeaLod
      LayZeaLod
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      Thank you so much for providing help to people who already use another skeleton and can not download my mod.
    3. SlyWolfe
      SlyWolfe
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      Thanks! Kudos for you guys. Maybe sticky this
      Love the mod
    4. FatalityGrogen
      FatalityGrogen
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      • 29 kudos
      Just deleting the first person skeleton in xp32 seems to fix the issue as well, i don't know how clean of a fix this is though.
    5. EntropyEnjoyer
      EntropyEnjoyer
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      That'll cause a problem with any mod that has first person animations that require xp32. I'm not sure how much of a problem though (anything from things moving wonky to a ctd).
    6. birdandbear
      birdandbear
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      For anyone still wondering - for me, the CTD problem was fixed by removing Joy of Perspective. No .nif edits necessary (good, 'cause HUH??) just disabled JoP and made sure this loaded after XP32. Works perfectly for me, and I don't really miss JoP - this is far more important.

      Great mod, I can see now! Thank you!!
    7. Mebantiza
      Mebantiza
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      Mmm, this....Kind of worked. Eventually. 75% has been my choice, Values which equate to x0, y7.5 ,z15

      However. Plugging in these values, wasnt bad, but, was still a little up in the air. More than Id like to see. So I used the 100% values instead

      The actual XP32 the nodes are:
      3
      8
      >>697 <<

      Using the 100% values, feels kind of like this files 75%. I dont think? the translations are precisely the same, though they are kind of close. I could experiment I suppose later, but for now, I finally have a fix for this. Not putting up a pic, but, at 0 , 10 , 20 I can see the entire head of a Steel Mace, but virtually none of the haft. Bows are defiantly low, but you see the draw with this. I think It might need a 87.5% setting. Which would be about 9.5 and 19ish.
      Alessandras dagger for example, I can see about 1/2 the blade give or take drawn.

      I found using the 50% values do not really translate to much vertical movement. Some, but not a lot.

      LL mesh here, is 11kb, vs the current xp32 skeleton with is 74! KB. I dont think you to use his old file from LE, in place of the current XP32 for SSE. Who knows what you;ll be missing out on.

      You dont need to run FNIS.
    8. Alex56115
      Alex56115
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      Thanks a lot. 
      However, with recent xp32 skeleton updates there are no such values (672 NiNode) in xp32 file as in your picture anymore...
    9. pressure68
      pressure68
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      As Mebantiza said what you are looking for in the current version is 0 > 3 > 8 > 697. For future reference in case it changes again, just look for the name "CME Camera1st[Cam1]" as that seems to remain the same between versions.
    10. DonHigh
      DonHigh
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      theludd and Threepkiller +1 kudos
    11. Slinxx
      Slinxx
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      • 42 kudos
      and none of the nodes make sense now either nor do any of the X-form name anymore, riip
  2. Slinxx
    Slinxx
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    • 42 kudos
    It's a shame what this does to crossbows
  3. callmefoxx
    callmefoxx
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    is there a way to remove the effect on bows? im using archery gameplay overhaul and it makes the bows  act wonkey i like the effect on other weapons tho, can anyone help me?
  4. skyewnz
    skyewnz
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    Is this compatible with Archery Gameplay Overhaul SE (https://www.nexusmods.com/skyrimspecialedition/mods/24296)?
    1. LayZeaLod
      LayZeaLod
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      I fear it is not compatible, but you can just try it out.
    2. skyewnz
      skyewnz
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      Hey, thanks for replying as I forgot to come back and edit this. I have been using them together and they are fully compatible, for me at least. The bow appears lower down, as it should, but it does not break any animations or anything. I use the 50% version.
    3. nemocdt
      nemocdt
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      i'm using Xpmse, AGO and IFPV. and L1PW is not compatible for me.
    4. Devonien01
      Devonien01
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      I feel sorry but I i'm using Xpmse, AGO, IFPV and L1PW like nemocdt and it is compatible for me. With a choice about 50%, I no longer see my bow but the arrow. With a specific animation of the arrow regarding to the direction my chars is running, the view is simply perfect now. No longer bow, just the arrow with the animations.
    5. callmefoxx
      callmefoxx
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      is there a way to remove the effect on bows? im using archery gameplay overhaul and it makes the bows  act wonkey i like the effect on other weapons tho, can anyone help me?
  5. CriticalShitMP
    CriticalShitMP
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    uh guh wuh im tired of having to reinstall this because of xp32 but im too lazy to do what theludd told me so i just reinstall it every single time i have to deploy my mods in vortex, works 90% of the time
  6. CreamCheese2020
    CreamCheese2020
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    I really like this mod but I have 2 slight issues with it. I was wondering if its possible to not  have torches and shields lowered, specially torches because its a bit too disorienting having a bright torch covering the top left of the screen.  
    1. pwwhdr70
      pwwhdr70
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      I'd like to second this.  I have really bright ENB torches and it's blinding to have them lowered into the frame.
  7. inkwhiz888
    inkwhiz888
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    looks like attacks are also lowered now, are their no first person idles animations that could be replaced instead of the skeleton?
  8. diegoben1987
    diegoben1987
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    Anyone knows how the weapons can be moved a bit to the side? I imagined it can be done in nifskope but don't know the specifics.
  9. stormfoam
    stormfoam
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    Did the xmpse version get taken down?
  10. CorsasRache
    CorsasRache
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    My armor was clipping in first person and this fixed it. Thanks. That´s great and now my game is perfect.