zymurgy65 Posted July 1, 2021 Share Posted July 1, 2021 (edited) I'm currently working on a mod that adds an Argonian NPC, but in the CS I'm getting the following error message: Bone 'Bip01 Tail01' not found for part 'BASE Characters\Argonian\Tail.NIF'. Requested by 'Likes-To-Fish' model 'LikesToFish (01034B07) -> Likes-To-Fish (01032FB9)'. This extends to a further 7 bones and also affects Khajiit tails. Sure enough, he's showing up tailless in-game. How do I fix this? I currently have only Shivering Isles, UOP, USIP, PrinceShroob's Main Quest Delayer and my unfinished mod installed. BTW, all other Argonians and Khajiits have tails. EDIT: Forget I asked, I figured out what I'd done wrong! :laugh: Edited July 1, 2021 by zymurgy65 Link to comment Share on other sites More sharing options...
Pellape Posted July 1, 2021 Share Posted July 1, 2021 (edited) If it is to any help, even if you did solve it, there is an alternative skeleton, that I am using myself and I know at least one more at this forum that is using it but no matter what, do take a look at it really. Edited July 1, 2021 by Pellape Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted July 1, 2021 Share Posted July 1, 2021 The problem is that in Oblivion races may not have their own skeletons, but actors can all have a different one assigned. If you create a new actor, it will by default use the human skeleton ("skeleton.nif") and the tailed skeleton ("skeletonbeast.nif") needs to be specifically selected first for them to have a tail. Or if you use a skeleton replacement like which Pellape linked, where both skeleton NIFs are basically identical and have a tail, then it won't ever matter anymore of course. But still each actor having an individually selected skeleton independent of their race is the underlying cause of the issue also fixed that way. Link to comment Share on other sites More sharing options...
Pellape Posted July 2, 2021 Share Posted July 2, 2021 Are you sure? I do get the impression or rather feeling that SkyBSA will choose the mesh in the folder before using anything original from the oblivion.bsa, no matter which mesh it is? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted July 2, 2021 Share Posted July 2, 2021 Erm, excuse me but what's that to do with anything I wrote? This isn't about file replacements working or not. Of course you can also fix the problem of missing tails by giving the non-tailed skeleton NIF file a tail as well. I wrote that in the second line, agreeing with what you wrote being a solution, too. I was just explaining the backgrounds why by default any newly made NPC, while using Vanilla resources in your game, will not have a tail, as the non-tailed skeleton file is assigned by default. If you gave the non-tailed skeleton a tail, of course the problem is also gone. It doesn't change the fact though that the default selection still is the non-tailed file, is all I was saying. Two distinctive solutions, select the right skeleton in the plugin or replace the wrong one physically, but the underlying cause for the issue is still the same, the wrong skeleton is selected by default. Link to comment Share on other sites More sharing options...
Pellape Posted July 3, 2021 Share Posted July 3, 2021 Ahh. Well now I understand. I misunderstood what you meant. :) Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted July 3, 2021 Share Posted July 3, 2021 I figured as much. That's why I explained. It's all fine. Link to comment Share on other sites More sharing options...
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