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XP32 Maximum Skeleton Special Extended - XPMSSE v4.81  

Upload: 25 Oct 2022, 12:39
Created by: Team XPMSE [X]
Uploaded by: Aqxaro
Version: 4.81
XP32 Maximum Skeleton Special Extended - XPMSSE v4.81
Warning:
Do not delete the skeleton_female.hkx


Description

XP32 Maximum Skeleton Special  Extended  is the update of XP32 Maximum Skeleton Extended for Skyrim Special Edition..
 

Requirement
(are installed BEFORE you install XPMSSE and nothing should overwrite XPMSSE)


Two list of requirements for XPMSSE one for Racemenu and one for Enchance Character Edit SE\Vanilla

General:
SKSE64
Fores New Idles in Skyrim 7.2 or newer

Racemenu users:
Racemenu for SE/AE (Nexus) | Racemenu SE/AE (Patreon) (Early access to latest builds for first 3 days on Patreon)

Enhanced Character Edit\Vanilla users:
Racemenu for SE/AE (Nexus) | Racemenu SE/AE (Patreon) (extract the RaceMenu bsa and install only the nioverride.pex and the skee.dll/ini)

Installation

Use a Mod Manager:
Either Mod Organizer or Vortex work.
 
Uninstallation (completely):
- (RaceMenu) Set all XPMSSE related sliders in RaceMenu and MCM to default 
- Press uninstall in your mod manager for XPMSSE. 

Skeleton


Body and Physics Support:
- Breast and Butt Physics [BBP]
- Tender Breast and Butt Physics [TBBP]
- 3 Breasts and Butt Bones[3BBB]
HDT Skinned Mesh Physics [HDT-SMP]
CBP Physics
CBPC - CBP Physics with Collisions for SSE and VR
 
Mods compatible with support:
NiOverride Pose Adjustments + Objects SE
Deadly Mutilation 
Ecotone Dual Sheath
Flimsy Ragdolls (included in XPMSE)
Magic Nipple 
Realistic Ragdoll and Force
- SAM - Shape Atlas for Men
SOS - Schlongs of Skyrim (Full and Lite)
The Joy of Perspective
UN7B
True Spear Combat - Weapons and Animations

Mods compatible without support:
Enhanced Character Edit SE (Comes with it's own XPMSE skeleton)

Alternatives
Changing Weapon positions with Immersive Equipment Displays


For users to avoid conflicts between XPMSE weapon styles and IED:
Racemenu users:
On the installation step "Character Creation" choose the option "Racemenu" and overwrite the XPMSE.esp with the replacement from XP32 Maximum Skeleton lite
Enhanced Character Edit\Vanilla users: 
On the installation step "Character Creation" choose any option except "None" so the Alternative Animations files are getting installed, after the installation, manually unpack the downloaded XPMSE archive and  overwrite the installed XPMSE.esp with the one in "Character Creation\None\".

Delete files/folder which are no longer usable:
- meshes\actors\character\BodyGenData\XPMSE.esp

Style fitting animations with Weapon Styles - Draw-Sheath animations
Should be used in combination with Immersive Equipment Displays to avoid XPMSE saving the bunch of data it produces. If you still want to use the XPMSE weapon style script just disable style fitting animations in MCM but I don't know why you would want to do that combination


This combination should also be used when you use Nemesis, because Nemesis AA is buggy and its FNIS AA compatibility layer is broken by design


Follow the steps for "Changing Weapon positions with Immersive Equipment Displays"

Delete files/folder which are no longer used:
- Meshes\actors\character\behaviors\FNIS_XPMSE_Behavior.hkx
- Meshes\actors\character\animations\XPMSE

These files make sure that your default equip animations are always vanilla style, deleting them is optional, they might prevent mods replacing equip/unequip animations to mess up your default equip/unequip animations:
- Meshes\actors\character\animations\1hm_equip.hkx
- Meshes\actors\character\animations\1hm_unequip.hkx
- Meshes\actors\character\animations\axe_equip.hkx
- Meshes\actors\character\animations\axe_unequip.hkx
- Meshes\actors\character\animations\dag_equip.hkx
- Meshes\actors\character\animations\dag_unequip.hkx
- Meshes\actors\character\animations\mac_equip.hkx
- Meshes\actors\character\animations\mac_unequip.hkx

FNIS and Nemesis should no longer list XPMSE, and Nemesis should stop creating a proxy FNIS.esp that does not work.

FNIS or Nemesis are still required applying the "Skeleton arm fix" for the custom skeleton.hkx and skeleton_female.hkx.

XPMSE Plugin


XPMSE RaceMenu:
- Weapon styles, moving weapons ingame
- Scale\Position\Rotation sliders
- Body related sliders
- SOS\SAM related sliders
- Female specific related sliders
- Beast race specific related sliders
- Third and first Person scaling
Extensible Follower Framework 4 compatible

XPMSE MCM:
- Weapon styles, moving weapons ingame  
- Iinformation tab with debug information

XPMSE Weapons:
Scale Module:
- Fixes weapon scale problems with the game for females, thanks Bethesda, good job!
- Compatible with weapon scale edits in Racemenu
- Disabled with Enhanced Character Edit SE for compatitibility reasons
Style Module:
- Manages styles for player and non-Player characters
- Manages Arrows\BoltsBow\CrossbowGreatsword\Battleaxe\Warhammer and Magic styles dynamically for fixing visual issues and seperating shared nodes
- Manages animation switching for styles, such animations are Arrows DrawBow Equip, Idle and AttackGreatsword\Battleaxe\Warhammer Equip and Magic Attack, Cast, Concentration, Idle, Movement and Sprint 
Enhanced Character Edit SE supported

XPMSE Lib:
- Adds common functions for modders to use/copy from, like skeleton checks or manipuilation

Styles (Weapon Positions) List


Axe:
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama
 
Sword:
0: Default
1: 1-Handed Swords on Back by xp32
2: SWP 1-Handed Swords on Back by Metal-Gear-Rex
3: FSM Swords turned edge up by fushimi
4: Dual Swords on left waist by Ayame
5: No More Dangling Swords by Akakus

Dagger:
0: Default
1: Daggers on Back Hip by xp32
2: Daggers on the Ankles by Metal-Gear-Rex
 
Two-Handed (Greatsword and Battleaxe\Warhammer):
0: Default
1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex
2: FSM Two-Handed turned and on waist by fushimi
 
Bow:
0: Default
1: Frostfall Bow by Chesko
2: Reversed Better Bows by Messes With Wolves
3: FSM Turn Bow by fushimi

Arrow Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Frostfall Quiver by xp32

Crossbow:
0: Default
1: Frostfall Bow by Chesko

Bolt Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Left Hip Bolt by xp32
3: Experimental Hip Bolt by xp32
4: Aesthetic Bolt Quiver by IsharaMeradin

Magic:
0: Default
1: Magic Nipple by ElPsyCongroo

Shout:
0: Default
1: Schlong Shout by ElPsyCongroo

Endorse those mod authors, show your support!

Modders\Animators Section


For Modders and Animation related content please see the "MISCELLANEOUS" files.

 
How 2 make tails compatible with the XPMSE tail position sliders:
1. Open the tail mesh into nifskope
2. Replace the following node names with the new ones
- "NPC Pelvis [Pelv]" => "Tail"
- "NPC Spine [Spn0]" => "NPC Tail Spine [Spn0]"
- "NPC L Thigh [LThg]" => "NPC Tail L Thigh [LThg]"
- "NPC R Thigh [RThg]" => "NPC Tail R Thigh [RThg]"
3. Save the tail mesh
 
FNIS Bone numbers (this has nothing to do with the skeleton):
- XPMSE HDT rig: 115 Bones
- XPMSE BBP rig: 129 Bones
 
Bone naming and prefix schema:
Nodes for meshes and havok animations
NPC => Mesh bones

HDT Physic exclusive
HDT => exclusive HDT Motion bones

XPMSE feature exclusive nodes
CME => Extra CME\RM bones, can be set with custom data when racemenu\vanilla is used ingame, when ECE is used they are off limits
MOV => Weapon Socket nodes, do not rename them, can be set with custom data

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