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Acro

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Acro748

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101 comments

  1. LittlePooh
    LittlePooh
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    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 :)
  2. WeirdDribblingKid
    WeirdDribblingKid
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    Seems to be causing an invalid memory address crash in helgen after alduin fries the green shirt guy on the ground in my game.
    1. Acro748
      Acro748
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      Please post the crash log
  3. Dagdralef
    Dagdralef
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    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?
    1. pandastic4
      pandastic4
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      Weird, Diverse Racial Skeletons for Mu Skeleton Editor definitely screws up OStim alignment for me. Did you do anything to fix it?
    2. minh68893
      minh68893
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      Anything that changes the skeleton is incompatible with ostim
  4. orgs1n
    orgs1n
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    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.
  5. olet
    olet
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    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

        akTarget.QueueNiNodeUpdate()
        NiOverride.UpdateAllReferenceTransforms(akTarget) 

    Can you fix it. Thanks!
    1. Acro748
      Acro748
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      Thanks for the report
      it's fixed in v0.6.2
    2. olet
      olet
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      Thanks! 
      I have checked the new info every day! :)
  6. Bluesky0108
    Bluesky0108
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    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.
    1. Acro748
      Acro748
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      yeah, ECE overwrites it
      Bones that can edit on ECE are initialized to 0 for both position and rotation also initialized to 1 for scale
  7. hoangdai94
    hoangdai94
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    πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’–πŸ’– 
  8. BlazeStryker
    BlazeStryker
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    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.
  9. Leveler247
    Leveler247
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    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.
    1. Acro748
      Acro748
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      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
  10. yagmur2
    yagmur2
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    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.
    1. effeh
      effeh
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      can second this.

      EDIT: Did a quick investigation and it isn't Mu skeleton editor's fault. The mod you referenced simply contains errors.
    2. Xaliber13
      Xaliber13
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      effeh, what do you mean by "The mod you referenced simply contains errors"? What error? Which mod? Diverse Racial Skeletons?
    3. farlibarcai
      farlibarcai
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      I have the same problem, can you please point at the errors in that mod?