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Exdeathmore

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Exdeathmore last won the day on May 19 2020

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  1. I gave it a try, and it changed the animation to reaching for the hip instead. I had to also disable Style Fitting Dual Wield Animations for my character to finally stop reaching weird places for the shield already in their hand.
  2. I completely uninstalled all animation mods and FNIS SE, and reinstalled them in order and ran through the FNIS process from scratch, and I am still experiencing the exact same problem. I am also getting style options for mods that I do not have installed or selected any options for in the XPMSE installer. The XPMSE topic thread says there is a Sword n Board style option, but it is nowhere on my MCM.
  3. Under Shield Style, the only option is Default, and if I click it and don't choose anything before exiting out, the style changes to something called "RMWSHIELD", which doesn't change anything. Selecting Default also does not fix my problem. There are other options in the other categories, only shields and staves have just Default. I also tried following Groovtama's FAQ by placing XPMSE at the bottom of the mod loading order with no change in results. I also tried reinstalling XPMSE again, and MO's log was giving me warnings like "The flag 'CC_MCM' did not match 'Off'". Update: I tried different equipment combinations now, and everytime I have a shield equipped, the animation acts like I'm dual wielding swords and reaching over the shoulder (with sword, mace, or axe main-hand) or dual-wielding daggers and reaching from the back hip (with dagger main-hand). I also tried changing the styles of the weapons, but none of them affect the shield behavior. Also, when actually dual-wielding, the offhand weapon doesn't have a sheath and just appears and disappears when unsheathing/sheathing. Without the shield, all other animations appear to be working correctly.
  4. I am using only the mods in STEP 0.3.0b, no other mods.
  5. When my character has a sword and shield equipped, the sheathing/unsheathing animation has them reach behind their back with their left arm (shield arm). Also, sometimes when using a mace or axe, the character will sheath/unsheathe as if they were using a sword. I've tracked this to XPMSSE, and I reinstalled the mod and made sure to follow the settings in the guide and ran FNIS again, but it wasn't fixed.
  6. I've been having a problem with the paralysis effect. The spell and poisons have absolutely no effect on any enemy I've tried them on, even ones that are supposed to have no resistance to it. Here's an example of what I'm talking about: https://www.twitch.tv/exdeathmore/c/4919892 At 30:30, when I start fighting the assassin, I use the weak and normal paralysis poisons. I hit the assassin, they glow green, and that's all it does. I've attached my load order and mod list. Edit: After installing the Ragdoll Paralysis mod, I did the last part of the "In My Time Of Need" quest, where Kematu paralyzes Saadia, and it worked properly. I'm just disappointed that I don't get to keep the stiffening effect from vanilla, since I find it comical. loadorder.txt modlist.txt
  7. I was having the exact same problem as you, with some villagers and the Thalmor agents in Helgen during the intro missing textures like in your screenshot, and I think I know exactly what's wrong. The STEP instructions say to use the Improved Closefaced Helmets version of the Content Addon, so I set the folder with that ESP as my Data folder, but the problem is that if you do that, it won't install the textures and meshes in the main part of the zip! My solution was unzipping the Content Addon, overwriting the main ESP with the Improved Closefaced Helmets version, and rezipping it, and now it works perfectly.
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