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XP32 Maximum Skeleton (by XP32)

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#1 WilliamImm

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Posted 10 April 2013 - 05:12 PM

Discussion thread:
XP32 Maximum Skeleton by by xp32
Wiki Link 
A prerequisite for Dual Sheath Redux to work - otherwise, that mod will simply not work. Creating mod thread here to change into an anthology thread later.

(In preparation for this, Realistic Ragdolls & Force has been changed to use the Realistic version, per the suggestion of xp32) 
Accepted for STEP v2.2.5 by proxy since we are accepting Dual Sheath Redux



#2 z929669

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Posted 10 April 2013 - 05:18 PM

Yep, accepted by proxy

#3 WilliamImm

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Posted 10 April 2013 - 05:19 PM

Wiki page created.

#4 z929669

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Posted 10 April 2013 - 11:45 PM

OP updated

#5 Schplejnsk

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Posted 17 April 2013 - 11:45 AM

I don't know if this is the place to ask this but why isn't this one mentioned in mod additions in the 2.2.5 changelog? Did you forget to put it there or am I missing something?
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#6 z929669

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Posted 17 April 2013 - 11:59 AM

I'll check and fix if necessary ...

#7 Omolong

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Posted 04 May 2013 - 09:51 PM

I think it should probably be mentioned that this mod breaks some of the animations for Dragonborn, and requires the user and download FNIS to fix it.
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#8 WilliamImm

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Posted 04 May 2013 - 09:59 PM

[quote name=''Omolong' pid='35305' dateline='1367722315']I think it should probably be mentioned that this mod breaks some of the animations for Dragonborn' date=' and requires the user and download FNIS to fix it.[/quote']
This is why I later suggested that FNIS should be added to STEP.

#9 Kelmych

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Posted 05 May 2013 - 09:15 PM

I'm not completely certain which skeleton variant in this mod to use. STEP includes Dual Sheath Redux and Skyrim Revisited adds Frostfall. For example, with all of the back hip dagger options there are several options some of which have two (one for Frostfall and one that apparently isn't). The issue is which body slots are being used by the weapons, and I'm not sure which is the recommended skeleton that includes compatibility with both Dual Sheath Redux and Frostfall.

#10 Neovalen

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Posted 05 May 2013 - 09:25 PM

All the skeletons are compatible with Frostfall... the ones marked "Chesko" are the ones that use belt fastened quivers (an optional for Frostfall). Much easier now that XP32 had included an installer for this mod.
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#11 WilliamImm

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Posted 05 May 2013 - 09:31 PM

All the skeletons are compatible with Frostfall... the ones marked "Chesko" are the ones that use belt fastened quivers (an optional for Frostfall). Much easier now that XP32 had included an installer for this mod.

However, only for NMM/Mod Organizer, and the archive is packed in such a way that it's impossible to install with Bash without reorganizing the archive. When I finish working on Even Better Quest Objectives, I'll get to work on the BAIN wizard.

#12 rpsgc

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Posted 09 May 2013 - 05:40 PM

Shouldn't this mod's Recommendations be updated to reflect the new NMM/BAIN installer that comes with v1.6? Or are you still recommending the old v1.4 (back hip Dagger)?

Recommendations
Use the "back hip Dagger" version. Also install "Magic-shield arm patch - Non FNIS user" unless planning to run Fore's New Idles.


From the installer:

Required files section:
  • Skeleton Rig map
  • Back Hip Dagger equip-unequip (per the current recommendations)
XPMS section:
  • Back Hip Dagger (per the current recommendations)

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#13 z929669

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Posted 15 May 2013 - 10:28 PM

Neo, what do you say?

#14 Neovalen

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Posted 15 May 2013 - 11:06 PM

Looks good. (What RP said)
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#15 EssArrBee

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Posted 15 May 2013 - 11:26 PM

The wrye bash wizard isn't setup that way. Required flies: -Skeleton Rig map Options: -Back Hip Dagger Then it asks about the animations for back weapons.



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