Closed Kmetran closed 9 months ago
Engine.log still contains other entries such as active mods, so it's still recommended you submit this
Alright, let me describe more details of what I tried then.
Here's my minimal load order for the sake of testing this:
Official ESM/DLC
Address Library
PapyrusUtil
SkyUI
XPMSSE Light
Skyrim Unbound Reborn
Pandora Behaviour Engine
Pandora's created data
Result:
No worky, with, or without adding the Pandora XPMSE Patch.
Here's my working load order:
Official ESM/DLC
Address Library
PapyrusUtil
SkyUI
Skyrim Unbound Reborn
Here's my entire Engine.log using the minimal load order, with the XPMSE Patch enabled:
INFO : Pandora Mod 1 : Pandora Base (REQUIRED) - v.1.0.0
INFO : Pandora Mod 2 : XPMSE Full For Pandora - v.1.0.0
Zip up your pandora output and send it to me @Kmetran
Sure thing, here's the outputs.
With XPMSSE Light:
With XPMSSE v5.05 + Pandora.XPMSE.Patch.v0.6.9-alpha:
I have tested Nemesis with XPMSSE v5.05, and it does work, I think it still had the issue with XPMSSE Light, but it did work fine with the full version.
It works with all versions of XPMSE on Nexus, but for some reason it does not work with the github version. I'm guessing some bones were removed in the mesh or something of the sort but the skeleton.hkx was not properly updated to reflect the change. This isn't something I have the time to look into when a viable solution exists so you'll just have to use the Nexus version, which has a compatible minimal version in the fomod installer.
It works with all versions of XPMSE on Nexus
But I have tried using the Nexus version, that's the reason why I opened this issue and why I just uploaded two outputs, one for each skeleton, neither one worked for me, not the XPMSSE Light one, or the one from Nexus.
The only thing that made it work was just using Nemesis, and that's not exactly a solution.
After more testing, it's confirmed that it works with the "Full" and "Minimal" version, but not the "Basic" version from Nexus. I'll be working on a fix for this.
I'm sorry if I'm annoying, but I have no idea what I'm doing wrong now in that case.
I just tried installing XPMSSE 5.05 (from Nexus) with these options in the installer:
Extended > XPMS(S)E Latest > RaceMenu + XPMS(S)E MCM > Next (with nothing selected, the default) until the end > Install
Then I added and enabled Pandora.XPMSE.Patch.v0.6.9-alpha
, I deleted the Pandora output, then I run Pandora to generate stuff, open the game, try using spells and see arms not moving.
Am I messing up? Is Extended
not Full
?
It seems that if I pick Minimal
in XPMSSE 5.05's installer, and use Pandora.XPMSE.Lite.Patch.v0.6.9-alpha
, it works and the hands move properly when casting, but only Minimal
works for me.
I'm sorry if I'm annoying, but I have no idea what I'm doing wrong now in that case.
I just tried installing XPMSSE 5.05 (from Nexus) with these options in the installer:
Extended > XPMS(S)E Latest > RaceMenu + XPMS(S)E MCM > Next (with nothing selected, the default) until the end > Install
Then I added and enabled
Pandora.XPMSE.Patch.v0.6.9-alpha
, I deleted the Pandora output, then I run Pandora to generate stuff, open the game, try using spells and see arms not moving.Am I messing up? Is
Extended
notFull
?It seems that if I pick
Minimal
in XPMSSE 5.05's installer, and usePandora.XPMSE.Lite.Patch.v0.6.9-alpha
, it works and the hands move properly when casting, but onlyMinimal
works for me.
how is it placed in your load order for XPMSSE and the Pandoara XPMSE patch and what body do you use and where is that placed in load order?
wait I min I got basic working on my end...
how is it placed in your load order for XPMSSE and the Pandoara XPMSE patch and what body do you use and where is that placed in load order?
Here's all I'm using to reproduce this, in the same order as I have it in MO2:
DLC
Address Library
PapyrusUtil
Racemenu
SkyUI
Skyrim Unbound Reborn
XPMSSE
Pandora Engine
Pandora XPMSE Patch
Pandora's output
I was using the default vanilla body for the sake of testing this, but since you asked, I just tested with BHUNP and SAM Light. (I added them before/above XPMSSE in the list)
But it makes no difference, as the hands are still down when you cast while moving in third person, instead of actually animating and pointing towards the target like they are while standing still.
wait I min I got basic working on my end...
How'd you do that @Rolothe5th? I just tried using Basic, with both patches, or with none, and it didn't work.
The only way I got the hands to properly animate in third person when casting or blocking while moving, was with XPMSE Minimal and the Lite patch.
how is it placed in your load order for XPMSSE and the Pandoara XPMSE patch and what body do you use and where is that placed in load order?
Here's all I'm using to reproduce this, in the same order as I have it in MO2:
DLC Address Library PapyrusUtil Racemenu SkyUI Skyrim Unbound Reborn XPMSSE Pandora Engine Pandora XPMSE Patch Pandora's output
I was using the default vanilla body for the sake of testing this, but since you asked, I just tested with BHUNP and SAM Light. (I added them before/above XPMSSE in the list)
But it makes no difference, as the hands are still down when you cast while moving in third person, instead of actually animating and pointing towards the target like they are while standing still.
wait I min I got basic working on my end...
How'd you do that @Rolothe5th? I just tried using Basic, with both patches, or with none, and it didn't work.
The only way I got the hands to properly animate in third person when casting or blocking while moving, was with XPMSE Minimal and the Lite patch.
wait wait is it he bug in which projectiles initially fire correctly and then after secs it disappear?
wait wait is it he bug in which projectiles initially fire correctly and then after secs it disappear?
No, here's a step by step guide to check it for yourself:
1) Equip a spell (like, the default fire spell) 2) Go 3rd person mode 3) Hold w to move forward 4) While holding w, use the spell you equipped earlier 5) Observe the results, is the hand using the spell pointing forward? Then congrats, you don't have the bug. Is the hand not pointing forward, and instead down? You have the bug.
I uploaded two pictures to my first comment so you can see what I mean as well.
wait wait is it he bug in which projectiles initially fire correctly and then after secs it disappear?
No, here's a step by step guide to check it for yourself:
- Equip a spell (like, the default fire spell)
- Go 3rd person mode
- Hold w to move forward
- While holding w, use the spell you equipped earlier
- Observe the results, is the hand using the spell pointing forward? Then congrats, you don't have the bug. Is the hand not pointing forward, and instead down? You have the bug.
I uploaded two pictures to my first comment so you can see what I mean as well.
ye don't have that bug when basic
I have this issue as well. For me the bug occurs when moving the camera while casting concentration spells, not just when moving the character.
I'm also encountering this, nothing I do fixes it. extended,basic,minimal, the patch made here, nothing. I'm so confused why it isn't working, its apparently caused by the skeleton arm fix from fnis and nemesis not being applied? edit; it actually works with minimal! but only with minimal, odd.
I've had this bug with v1.0.0 as well. My guess is that the XPMSE Skeleton Arm Fix is not doing anything or it doesn't exist with Pandora. Nemesis by default already have this fix and have no such issue.
Came here to say that I have this issue too. Will be waiting for an update, I guess
UPD.: Tested a little - only Lite version works correctly for me. Full and Basic has the dreaded blocking and spell casting bug
Pandora XPMSE AIO Patch v1.0.0-alpha-dev.zip
This patch should resolve the issue, it works for both full/minimal versions. Disable all previous versions of the XPMSE patch.
Once it is confirmed to work on user machines, will add it to the next release as part of the base engine.
I just tried it, it does work for me both with the normal XPMSE (Basic/Minimal/Full), and the skeleton I was using before.
Seems to work for me too on all the versions. Thank you
Tested today with Pandora XPMSE AIO Patch v1.0.0-alpha-dev.zip after having this issue and it works only with minimal XPMSE. Extended and Basic do not work for me.
@LucaciuSAlex use the version v1.1.3 patch
can't reproduce, it works flawlessly with all 3 versions for me. attributing to user error
I'm just going to say this particular bug still occurs when using Racial Body Morphs Redux SSE AE, which uses a different skeleton based on XPMSE. I could not get it fixed and had to switch back to nemesis, in which the bug does not occur.
General information:
Game version: 1.6.659.0.8 (GOG) Pandora version: Pandora Behaviour Engine v1.0.0-alpha Skeleton: XPMSSE Light, or XPMSSE 5.05 from Nexus. Mod Manager: Mod Organizer 2
What my issue is:
The default casting and blocking animations don't work while moving, other animations seem to work fine.
What I have tried so far:
I tried using the Pandora.XPMSE.Patch.v0.6.9-alpha, or the Lite version, as well as not using any. I tried without True Directional Movement. I tried without any mod just in case my game has some files randomly corrupted, but the animations work fine in that situation. I deleted the files created by Pandora, meshes, etc, and re-ran Pandora before each different attempt.
Extra info:
The only thing Engine.log contains outside of
INFO
entries is aWARN : Dispatcher > "True Directional Movement - 360 Horse Archery" > defaultfemale~horsebehavior > Replace > Text > #0742/errorOutTranslation > FAILED
, but I don't think that's relevant, although I tried without it.Visual Examples:
Here's how it looks like for me with XPMSSE Basic/Full, hand is down, not animating, the spell just shoots out from the lowered hand:
Here's how it looks like for me with XPMSSE Minimal, hand is pointing ahead as he shoots the spell, and the body twists for the animation: