Monitor221hz / Pandora-Behaviour-Engine-Plus

Patcher for behavior, character, and skeleton project files for Skyrim Special Edition.
Other
348 stars 18 forks source link

Issue with casting or blocking while moving, reversed weapons with XPMSE #68

Closed Kmetran closed 9 months ago

Kmetran commented 10 months ago

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 a WARN : 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: how_it_looks_like

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: how_it_should_look_like

Monitor221hz commented 10 months ago

Engine.log still contains other entries such as active mods, so it's still recommended you submit this

Kmetran commented 10 months ago

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
Monitor221hz commented 10 months ago

Zip up your pandora output and send it to me @Kmetran

Kmetran commented 10 months ago

Sure thing, here's the outputs.

With XPMSSE Light:

Pandora_XPMSSE_Light.zip

With XPMSSE v5.05 + Pandora.XPMSE.Patch.v0.6.9-alpha:

Pandora_XPMSSE_v5.05.zip

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.

Monitor221hz commented 10 months ago

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.

Kmetran commented 10 months ago

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.

Monitor221hz commented 10 months ago

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.

Kmetran commented 10 months ago

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.

Kyationa commented 10 months ago

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.

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?

Rolothe5th commented 10 months ago

wait I min I got basic working on my end...

Kmetran commented 10 months ago

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.

Rolothe5th commented 10 months ago

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?

Kmetran commented 10 months ago

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.

Rolothe5th commented 10 months ago

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.

ye don't have that bug when basic

LoAndEvolve commented 10 months ago

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.

Dignut commented 10 months ago

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.

SchaiRand commented 9 months ago

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.

Astrogrinder commented 9 months ago

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

Monitor221hz commented 9 months ago

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.

Kmetran commented 9 months ago

I just tried it, it does work for me both with the normal XPMSE (Basic/Minimal/Full), and the skeleton I was using before.

Astrogrinder commented 9 months ago

Seems to work for me too on all the versions. Thank you

LucaciuSAlex commented 9 months ago

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.

Monitor221hz commented 9 months ago

@LucaciuSAlex use the version v1.1.3 patch

Monitor221hz commented 9 months ago

can't reproduce, it works flawlessly with all 3 versions for me. attributing to user error

jj-code-00 commented 2 months ago

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.