Jump to content

XP32 Maximum Skeleton Special Extended (by Team XPMSE)

Recommended Posts

I think XP32 Maximum Skeleton was originally added because it was a requirement for Dual Sheath Redux. We later updated to XP32 Maximum Skeleton Extended and it's remained in the guide ever since. I think can't think of anything in the guide that explicitly requires XPMSSE, but it provides a nice base for users that want alternate weapon locations (swords on back or hip) PC exclusion animations, or other animations that require a more flexible skeleton.

Share this post

Link to post
Share on other sites

I come across many issues with XPMSSE in my testing thus far:

1 - numerous options simply do not function correctly

2 - the sword often stays in the right hand when using sword on back when sheathing weapons -- my fav is dagger on back/hip left hand, sword on back right hand

3 - various options are not there to choose between other than Default

4 - when picking certain options, if one is running they do not play correctly

5 - weapons sheathed texture/meshes glitches with straps facing the wrong way or out of location quite noticeably when in 3rd person

6 - I dont know if there are 1st person mods that are missing from our list, but the fact first person does not alter with changes is not what i expected, as with shields on back the shield is continuously seen on the left when jumping in 1st person

Simply put, i used to use DSR back in LE days and it was nice when it was set up properly; this 'merged successor' to various other animation mods from LE looks good on the tin, but the biscuits dont seem to be that tasty - are the add-on or other mods we are not utilising that XPMSSE wants to have to function well?

Also, my understanding is the MA has abandoned the entire project and blocked communication via Nexus and refuses to engage with the bugs or comments section...

Share this post

Link to post
Share on other sites

You are remembering to run FNIS or Nemesis when changing options, right? I haven't had any issues with this mod. 

Share this post

Link to post
Share on other sites

Do you have the latest version of RaceMenu for Skyrim Anniversary Edition 1.6.353 installed?

Share this post

Link to post
Share on other sites

Im not using any 1.6.353 reliant mods - im doing the testing via 1.5.97 as per instructions weeks ago to ensure that all the mods in the guide function correctly, as so many of the mods required from 02 through to 05 to function correctly are not update for AE yet - unless the guide has new information that im not aware of as i dont get any notifications about changes to the 2.0.0 guide as its updated for some reason and havent found a way to set notifications for such a measure - and yes, ive strictly ensured all version of what is being used are 1.5.97 compliant.

Just to be clear - weeks ago i received instructions to 'exchange' mods that are not updated for AE with those that functioned still in SE until they are update - which predicates utilising 1.5.97 and not 1.6.xxx

EDIT: This all began because NET Script has not been updated for AE.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Daemonjax
      If you use xEdit to flag every plugin in your load order as an ESM, you gain the following benefits:
      1) "Fixes" the _Overwritten_ large reference bug since ESM's can overwrite large references.
      2) "Fixes" the esp temporary reference bug*
      * All temporary references in esp are treated as persistent references which are kept in memory forever (loaded before you get to the main menu) and there's a relatively low max of 10^20 in memory (CTD when exceeded)
      Seriously I can't think of any.
      What am I missing here?  Of course it would be ideal to have the game or MO2/Vortex/Whatever automatically promote esp's to esm when loading the game, but that functionality doesn't exist.
    • By Ninjamonkey1037
      Discussion topic:
      Immersive Equipment Displays by slavicpotato1
      Wiki Link
      Display unequipped gear and custom items on the player or NPCs. Works with any item with no additional meshes required. Does not use body slots. SKSE64 plugin. Custom in-game user interface for configuring everything in real-time while you're playing. Includes a flexible positioning system for both equipped and unequipped gear.
      I find this mod extrememly immersive. Pulling weapons and items out of thin air always seemed awkward. Seeing the dragonborn actually carying around their equipment and arsenal adds visual flavor and realism.
      Optionally can be combined with Simple Dual Sheath for dual wield builds.
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.