This is an amazing tool! I love the ability to modify skeletons at runtime, especially with near full compatibility to boot!
Though, I suppose if I had a quarrel, it would be that you can't modify bounding boxes or other .nif nodes - unless I just did it incorrectly. Would these features be possible to implement? I'm looking to convert some mods to mu skeleton editor, i have a few already just for personal use mostly, but they are lacking some of the original mods' features due to these limitations, and I would very much be pleased if these possibilities were implemented :)
Hi, this is marvelous! The "skeleton patch for Player leg length" is awesome! It give the player a very good look! I want to play around with this configuration... but is little different from the one in mod description or the other example. What i'm missing?
However anyone have any idea in how to NOT screw up alignment of ostim scene. For experience also modify leg, arm or torso lenght in racemenu screw that up...
Seems that "Diverse Racial Skeletons for Mu Skeleton Editor" do not screw anything...
Ostim, if i understanded right, rescale the actors before begin but i think it cannot revert this type of change of skeleton or racemenu... Any idea consideration?
Great mod! It adds so much easy functionality. Thank you so much!
I did have an issue: SkyClimb was not working in tandem with Precision. This happens when Mu Skeleton Editor changes the PC's height. In my case, Diverse Racial Skeletons for Mu Skeleton Editor was doing so. I fixed things by excluding the PC (Skyrim.esm|7) in the height files and the morph files. Leaving this here in case anyone runs into the same issue.
After many verifications, in VR, newly added bones cannot be controlled by NiOverride. They can only be controlled by NetImmerse.
ο»Ώ nioverride.AddNodeTransformPosition(akTarget,false,true,"test","mykey",p) ;notWork nioverride.AddNodeTransformPosition(akTarget,false,true,"NPC R Hand [RHnd]","mykey",p) ;work
NetImmerse.SetNodeLocalPosition(akTarget,"test",p,0) ; work
I'm a beginner who has never touched skeletons before. I tried this MOD as instructed, but I didn't see any particular changes.Is it something you can't notice even if you make the head and chest 10 times larger?Or am I just not using the MOD?I use ECE, and I heard that ECE overwrites skeleton settings, so is that why it feels like there's no change?I also tried using the skeleton print instead of the ECE slot for the json output, but there was no change.
Interesting autocorrect, friend. It's fridge brilliance, really, as I am excited by the file size correcting over time. I have to restart from the beginning enough times as it is; I'm genuinely impressed you didn't cause me to again.
This mod causes the save time to increase more and more the longer and further you play that save. In the start of a new playtrough, the saving is instant. After 2 hours of playing the saving time takes about 10 seconds. So when you play like 25 hours it can take over 2 minutes to save the fricking game lmao.
The more NPCs you encounter, the more save time can increase It takes some sacrifices to make it volatile while adding compatibility with NiOverride So i improved it a little bit
but in save time of 2 minutes, that would be caused by an other mods e.g. mod that spamming active scripts in save data
to find out which mod does that Fallrim Tool ο»Ώyou could open the save file using this tool
I want to use this with the Constellations collection and the configs from Diverse Racial Skeletons for Mu Skeleton Editor, but I can't get the skeleton changes to show up. The .ini files are all referencing the right races and the Mu log shows each file being recognized, but I don't see any changes when I boot up the game.
I won't get my hopes up, but if there's anywhere specific I should be lookingο»Ώο»Ώ, please let me know.
101 comments
Though, I suppose if I had a quarrel, it would be that you can't modify bounding boxes or other .nif nodes - unless I just did it incorrectly. Would these features be possible to implement? I'm looking to convert some mods to mu skeleton editor, i have a few already just for personal use mostly, but they are lacking some of the original mods' features due to these limitations, and I would very much be pleased if these possibilities were implemented :)
The "skeleton patch for Player leg length" is awesome! It give the player a very good look!
I want to play around with this configuration...
but is little different from the one in mod description or the other example. What i'm missing?
However anyone have any idea in how to NOT screw up alignment of ostim scene.
For experience also modify leg, arm or torso lenght in racemenu screw that up...
Seems that "Diverse Racial Skeletons for Mu Skeleton Editor" do not screw anything...
Ostim, if i understanded right, rescale the actors before begin but i think it cannot revert this type of change of skeleton or racemenu...
Any idea consideration?
I did have an issue: SkyClimb was not working in tandem with Precision. This happens when Mu Skeleton Editor changes the PC's height. In my case, Diverse Racial Skeletons for Mu Skeleton Editor was doing so. I fixed things by excluding the PC (Skyrim.esm|7) in the height files and the morph files. Leaving this here in case anyone runs into the same issue.
ο»Ώ nioverride.AddNodeTransformPosition(akTarget,false,true,"test","mykey",p) ;notWork
nioverride.AddNodeTransformPosition(akTarget,false,true,"NPC R Hand [RHnd]","mykey",p) ;work
NetImmerse.SetNodeLocalPosition(akTarget,"test",p,0) ; work
akTarget.QueueNiNodeUpdate()
NiOverride.UpdateAllReferenceTransforms(akTarget)
Can you fix it. Thanks!
it's fixed in v0.6.2
I have checked the new info every day! :)
Bones that can edit on ECE are initialized to 0 for both position and rotation also initialized to 1 for scale
It takes some sacrifices to make it volatile while adding compatibility with NiOverride
So i improved it a little bit
but in save time of 2 minutes, that would be caused by an other mods
e.g. mod that spamming active scripts in save data
to find out which mod does that
Fallrim Tool
ο»Ώyou could open the save file using this tool
I won't get my hopes up, but if there's anywhere specific I should be lookingο»Ώο»Ώ, please let me know.
EDIT: Did a quick investigation and it isn't Mu skeleton editor's fault. The mod you referenced simply contains errors.