THE COMMENT SECTION IS LOCKED FOR THE TIME BEING. This mod page is hosting some fixed scripts for XPMSSE, a mod that has plenty of issues. I hadn't expected to have the comment section flooded by various bug and crash reports that vaguely relate to XPMSSE. Since people apparently do not realise that this page is not your general "help with XPMSSE" thread, I disabled comments entirely.
1. Yes, I did f*#@ up the folder structure. I reuploaded a fixed version about twenty minutes after publishing the mod but somehow it didn't get saved. I re-uploaded it again and it's displayed properly now. Sorry for the inconvenience! 2. You would know what this fixed if you read the mod description and clicked the link to the article by cskriffin. 3. I didn't do anything. The fixes were determined and explained by cskriffin. The patcher was written by Umgak. I'm just really good at making pretty mod pages.
Thanks for the upload, foreverphoenix and thanks to cskriffin for original fixes.
The issues outlined in the article linked in the description are easy enough to understand. Have experienced them since as long as I can remember.
If people still don't understand what this does, and don't notice problems in their game, they shouldn't don't bother downloading and using this. Simple as.
I posted this beneath the article but no one answered, so I'm trying again here.
Does anyone know if this keeps XPMSSE from spamming the Papyrus log?
I've often had crashes in long playthroughs and had to disable Papyrus logging in the end, because the files became huge due to errors. And I honestly don't see why I should disable logging just because someone doesn't want to fix buggy scripts.
So after completely reinstalling my Skyrim and all my mods, I thought I'd give XPMSSE another chance. And the Log-bloat is still there. :(
Haven't even played for 30 minutes and my papyruslog already has about 5000 lines of errors like this one:
?[ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ? [Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.OnPlayerCameraState() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [03/19/2021 - 06:42:22PM] Error: (00000014): cannot fetch variable named FNISaa_magcastmt of type int, returning 0.
Does anyone have an idea what this is? As I wrote in my original post, I don't really want to disable the logging. But I don't really want to uninstall XPMSSE either.
Xp32 has issues with it that affect the long run. Those cloak spells that xp32 applies causes saves to become bloated and saving times to become longer. Also, xp32 has an inconsistent incompatibility with racemenu which causes errors, ctds, etc for some users in specific situations. Also papyrus spam is a big factor of xp32 there's literally no fix for it.
I've been getting crashes when loading a save with this mod enabled. It seems to be a very specific incompatibility because on other mo2 presets with this mod enabled; I don't get the same crash. I don't have any info on it except that unloading this fixes my crashes and my load order if you could spot out and incompatibilities with this. And CTD logs are just a bunch of gibberish about the Skee.dl file from racemenu (a mod that has specific errors with xp32 in some situations) Load order. https://www.dropbox.com/s/db19k48419qzp47/load.txt?dl=0
Guys I'm Using Nemesis, Combat Overhaul and XP32 and everything is working good, the only issue i have is the Mod Menu for XP32 Maximum Skeleton is not showing any info in the MCM.
First, check that the "dummy" FNIS.esp is enabled.
Then check the skeleton.nif files. I accomplished a fresh install and accidently overwrote it, and it prevented the XP32 MCM "styles" portion of the menu from working.
Is it best to install by mod manager or manually? I've tried both, and MO2 says that scripts are being overwritten, but the flickering still happens.
Is there anything I need to do after replacing the scripts? I've updated FNIS behaviour, redone the AllGUD meshes and the game acts like nothing has changed. Any help would be appreciated.
I'm not knowledgeable about modding, so I'm not exactly certain under what conditions this mod is necessary. Is it mandatory for this to be installed if I use XP32MSSE? Or is it only if I use certain mods?
Hello. For me MO2 is missing indication that the scripts are being rewritten and weapons still flicker. Is there a step I missed? I have been rereading all the pages for 2 hours now O_O
I read all this stuff and my head hurts, honestly not that smart to do all this stuff, I can play Skyrim real good, but not so good in the brains department (was holding a umbrella when it was raining brains)
what befell me is ... why does some one remake the mod from scratch? ... just make a new one that works much better? update it to the max with everything fixed and new styles and animations add a kitchen sink too for good measure honestly am sick of installing this and getting told I barely made it and then have all the flickering ext ... like its some sort of test ...its a very sadistic mod some times if your a beginner/armature modder
also just cant understand why the mace animation is totally wrong (shield on back + mace), the mace position is on the right side of the body but the animation is for using a sword witch is on the left side of the body, so to use my mace it has to pass through my hips from my right side to the left and then into my left hand?
but honestly why cant some one make a new better version, its not like there is a condition that says we have to use XPMS for the rest of our modding days, even FNIS has its Nemesis!
You gotta remember that these are just mods, no one is getting paid to make them. So in order for someone to make a new skeleton from scratch, that someone needs time, knowledge and interest enough to do it. And I think generally XPMSSE work well enough that people just use that.
You are a life-saver. I've been sitting here for the past 2h trying to figure out how to compile scripts, before I just scrolled down a little in the article and saw your post. Downloaded and endorsed!
to be honest I was experiencing Nvidia not responding, freeze the game, and CTD my ass off... It made me thinking maybe my old graphic card doesn't support with SSE anymore since with all the heavy mods and the game/mods are always updating... then out of sudden I open up XPMSSE [original] forum checking out if there's problem with the mod or something just to found out the author decided to retired due to many people complaining about his bugs and he doesn't play Skyrim anymore... *Poor lad out of curiosity I was typing XP32 hoping maybe someone would continue his work and found the second XPMSSE - fixed scripts I was like "what the hell, why not..." and decided to install this mod... and boy! it works like a charm! you're saving me from trying to smash the s*** out of my old buddy [my old graphic card], Thank you kind sir!
120 comments
Comments locked
The author has locked this comment topic for the time beingThis mod page is hosting some fixed scripts for XPMSSE, a mod that has plenty of issues. I hadn't expected to have the comment section flooded by various bug and crash reports that vaguely relate to XPMSSE. Since people apparently do not realise that this page is not your general "help with XPMSSE" thread, I disabled comments entirely.
1. Yes, I did f*#@ up the folder structure. I reuploaded a fixed version about twenty minutes after publishing the mod but somehow it didn't get saved. I re-uploaded it again and it's displayed properly now. Sorry for the inconvenience!
2. You would know what this fixed if you read the mod description and clicked the link to the article by cskriffin.
3. I didn't do anything. The fixes were determined and explained by cskriffin. The patcher was written by Umgak. I'm just really good at making pretty mod pages.
The issues outlined in the article linked in the description are easy enough to understand. Have experienced them since as long as I can remember.
If people still don't understand what this does, and don't notice problems in their game, they shouldn't don't bother downloading and using this. Simple as.
Does anyone know if this keeps XPMSSE from spamming the Papyrus log?
I've often had crashes in long playthroughs and had to disable Papyrus logging in the end, because the files became huge due to errors.
And I honestly don't see why I should disable logging just because someone doesn't want to fix buggy scripts.
And the Log-bloat is still there. :(
Haven't even played for 30 minutes and my papyruslog already has about 5000 lines of errors like this one:
?[ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
[Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 6 on (00000014)].XPMSEWeaponStyleScaleEffect.OnPlayerCameraState() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[03/19/2021 - 06:42:22PM] Error: (00000014): cannot fetch variable named FNISaa_magcastmt of type int, returning 0.
Does anyone have an idea what this is? As I wrote in my original post, I don't really want to disable the logging.
But I don't really want to uninstall XPMSSE either.
Constant CTD's.
This mod is sadly unusable in its current state.
Load order.
https://www.dropbox.com/s/db19k48419qzp47/load.txt?dl=0
Can you help me out
Then check the skeleton.nif files. I accomplished a fresh install and accidently overwrote it, and it prevented the XP32 MCM "styles" portion of the menu from working.
Is there anything I need to do after replacing the scripts? I've updated FNIS behaviour, redone the AllGUD meshes and the game acts like nothing has changed. Any help would be appreciated.
Is it mandatory for this to be installed if I use XP32MSSE? Or is it only if I use certain mods?
what befell me is ... why does some one remake the mod from scratch? ... just make a new one that works much better?
update it to the max with everything fixed and new styles and animations add a kitchen sink too for good measure
honestly am sick of installing this and getting told I barely made it and then have all the flickering ext ... like its some sort of test ...its a very sadistic mod some times if your a beginner/armature modder
also just cant understand why the mace animation is totally wrong (shield on back + mace), the mace position is on the right side of the body but the animation is for using a sword witch is on the left side of the body, so to use my mace it has to pass through my hips from my right side to the left and then into my left hand?
but honestly why cant some one make a new better version, its not like there is a condition that says we have to use XPMS for the rest of our modding days, even FNIS has its Nemesis!
then out of sudden I open up XPMSSE [original] forum checking out if there's problem with the mod or something just to found out the author decided to retired due to many people complaining about his bugs and he doesn't play Skyrim anymore... *Poor lad
out of curiosity I was typing XP32 hoping maybe someone would continue his work and found the second XPMSSE - fixed scripts
I was like "what the hell, why not..." and decided to install this mod... and boy! it works like a charm!
you're saving me from trying to smash the s*** out of my old buddy [my old graphic card], Thank you kind sir!