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Sheath/unsheath animations not being chosen properly by XPMSE?


apokolypse

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Hey guys, another issue. I can't seem to get XPMSE to recognize that I'm only using one dagger. I have XPMSE and DSR, and the game is placing the single/dual daggers on my lower back successfully. If I try to unsheath dual daggers, the animation plays fine, but if I try to unsheath a single dagger, it goes back to the dual hip animation. If I try to use a sword on my back and dagger on my back, those animations play fine too. Each hand going to the correct location and animating properly. Same with dual swords. Everything works besides a single dagger on my back. I know I had it working before somehow. XPMSE is at the bottom of my load and nothing is overwriting it. It's killing my immersion. I play in 3rd person, which makes it worse.
Here is a quick video demonstrating:
The basic premise is that all animations work with greatswords, greataxes, single axes, dual axes, single maces, dual maces and bows. Animations work for single and dual swords, BUT, the game can't choose properly. Sometimes playing dual for single and single for dual. Although both animations play properly, unlike daggers. For daggers, The game only plays the dual unsheath, never the single. When using dual daggers, it pulls them from my back properly. When using single, it still uses the dual animation, but reverts to the default on hip animation, no longer from the back. It should be playing the single back animation instead. Sometimes the sheathing just doesn't work either. I press R to sheath and she starts sheathing and immediately pulls it back out. Then I can't sheath again until I attack first. Something is definitely strange.

 

I had this working on my last install, but for some reason, it just won't work now. I'm using MO and the left pane matches the right, sorted with LOOT, FNIS ran successfully.

 

Here is my load order: https://modwat.ch/u/NumberXer0/plugins (Ignore the XPMSE at 20, it's at the bottom now. I ran that the other day when posting this on another forum.)

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I'm not sure how helpful this is, but I'm looking through XPMSE's files and I found an animation sources file. Here is the dagger section.

 

FNIS: _dageqp
Dagger Default [0]:
Single
dag_equip = Vanilla (Default)
dag_unequip = Vanilla (Default)
Dual
xpe0_dag_equip = IA Sword at Hip (Dual Sheath)
xpe0_dag_unequip = IA Sword at Hip (Dual Sheath)
Dagger at Back Hip [1]:
Single
xpe1_dag_equip = IA Dagger at Back Hip
xpe1_dag_unequip = IA Dagger at Back Hip
Dual
xpe2_dag_equip = IA Dagger at Back Hip (Dual Sheath)
xpe2_dag_unequip = IA Dagger at Back Hip (Dual Sheath)
Dagger at Ankle [2]:
Single
xpe3_dag_equip = SWP Dagger at Ankle
xpe3_dag_unequip = SWP Dagger at Ankle
Dual
xpe4_dag_equip = SWP Dagger at Ankle
xpe4_dag_unequip = SWP Dagger at Ankle
Dagger at Back Hip [1] + Swords on Back [1], Swords on Back (SWP) [2], Axes on Back [2]:
Single
xpe5_dag_equip = IA Dagger at Back Hip + Sword at Back Combo
xpe5_dag_unequip = IA Dagger at Back Hip + Sword at Back Combo
So I should be using xpe1_dag_equip and xpe1_dag_unequip when I only have one dagger equipped, but instead it's using xpe0_dag_equip and xpe0_dag_unequip.
Those two files are in my "XP32 Maximum Skeleton Extended\meshes\actors\character\animations\XPMSE" folder. How do I make XPMSE use those files instead of the hip animations?
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Scratch that, I figured it out. It seems like the single dagger animation packaged with XPMSE is wrong. It's the dual animation renamed to the single. No amount or reinstalls or renaming fixed it. I had to download Immersive Animations and manually find the correct animation, rename it, and put it in the XPMSE folder. I'm not sure how no one else caught this issue, but I can confirm it comes with the wrong file. At least it's fixed now and I'll leave this here incase anyone else needs help.

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