Cbbeadvancedtbbp

  



External file: tmp-2632j32eD5k1j75K.7z Reported by: DragonAgeNut. Hi all, First off, Vortex is amazing. Thank you all for creating this tool. I have over 200 mods and running smoothly. Can;t wait for the first Beta release! Cbbeadvancedtbbp seems to be down. We have tried accessing the Cbbeadvancedtbbp website using our servers and we were unable to connect to the website. If Cbbeadvancedtbbp is also down for you then there is likely a problem with their servers. Cbbe cbbe cbbe skyrim cbbe fallout 4 cbbe se cbbe 3bbb cbbesthomes cbbeadvancedtbbp cbbe smp sse cbbe or unp cbbe se skyrim cbbe 3bbb amaz.

Mod in question: XP32 Maximum Skeleton Special Extended XPMSSE Skyrim Special Edition - Nexus mod number 1988 Updated Vortex this morning. Attempted to reinstall/replace XPMSSE in order to invoke the fomod installer. Vortex returned the message below in VortexE1AReinstallReplace080318.jpg In all cases herein the error message occurred after all fomod choices were made.

Click on it and then the green check to install and enable the mod. Some mods (such as xp32) have installation menus. Just choose what you prefer and it'll install.

Upon clicking the 'finish' button the message appeared. Then deleted the XPMSSE archive, launched Nexus for SSE and grabbed a new copy of XPMSSE via the 'download with mod manager' button. Vortex returned the message below in VortexE1ADLwithManager080318.jpg. Then I returned to Nexus and downloaded XPMSSE to desktop via the 'manual download' button. Attempted to install the archive via the Vortex 'install from file' and Vortex returned the message below in VortexE1CManualDL030818.jpg Other: XPMSSE has been in my load order from day one of my Vortex with no problems. Due to it's high sensitivity to overwrites of any type XPMSSE has been reinstalled many times via the Vortex Reinstall/Replace feature as both a way to insure it was not overwritten and/or to invoke the fomod installer to accomodate changes. Today was the first time the operation failed.

If I can assist further please do not hesitate to contact me. Regards External file: tmp-7736HqOZ50Ft364X.7z Reported by: ehf111. Hi all, First off, Vortex is amazing. Thank you all for creating this tool. I have over 200 mods and running smoothly.

Can;t wait for the first Beta release! Today, 3rd August, I updated a file (XP32 Maximum Skeleton Special Extended) and got a red error message EPERM: Operation not permitted, rename ' C Users Owner AppData Roaming Vortex skyrimse mods xp32 Maximum Skeleton Special Extended-1988-4-20.installing 00CORE'- I downloaded the file several times each time the installation reads the same. The full text is attached. Thanks much, thought to report.

Cbbeadvancedtbbp

External file: tmp-2632j32eD5k1j75K.7z Reported by: DragonAgeNut. Hi all, First off, Vortex is amazing. Thank you all for creating this tool. I have over 200 mods and running smoothly.

Cbbeadvancedtbbp Skyrim

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Can;t wait for the first Beta release! Today, 3rd August, I updated a file (XP32 Maximum Skeleton Special Extended) and got a red error message EPERM: Operation not permitted, rename ' C Users Owner AppData Roaming Vortex skyrimse mods xp32 Maximum Skeleton Special Extended-1988-4-20.installing 00CORE'- I downloaded the file several times each time the installation reads the same. The full text is attached. Thanks much, thought to report. External file: tmp-2632j32eD5k1j75K.7z Reported by: DragonAgeNut. 1.) Download CBBE SE 2.) Install the archive 3.) Choose any options in the installer 4.) An EPERM error will show and say that it can't rename the empty folder called ' Installer ' that's in the mod's archive and the mod won't install successfully because of it This started happening around version 0.15.5+ I think. I got the report from BrandonPotter and then tried it myself to confirm.

Ignore the fact that I was installing CBBE SE into a FO4 game in my log file. That was just for test since I didn't want to mess with my real SE install. External file: tmp-10552aRDi1S2kL3mo.7z Reported by: ousnius.

1.) Download CBBE SE 2.) Install the archive 3.) Choose any options in the installer 4.) An EPERM error will show and say that it can't rename the empty folder called ' Installer ' that's in the mod's archive and the mod won't install successfully because of it This started happening around version 0.15.5+ I think. I got the report from BrandonPotter and then tried it myself to confirm. Ignore the fact that I was installing CBBE SE into a FO4 game in my log file.

That was just for test since I didn't want to mess with my real SE install. External file: tmp-10552aRDi1S2kL3mo.7z Reported by: ousnius. Vortex Version: 0.15.7 Memory: 15.92 GB System: win32 x64 (10.0.16299) Further to the report I sent yesterday concerning Skyrim SE. Today I started a completely new installation of Fallout 4.

See screen capture below showing the only plugins in use. Attempted to install Caliente's/body slide/outfit studio (Nexus mod ) by using both 'download with manager' and 'manual' methods. Both yielded the same result (see screen capture) Exact series of events leading to failure (note; the following is the same for either the 'download with manager' or 'manual' methods. No exceptions): Mod downloads as expected. Archive extraction blue progress bar completes as expected.

Fomod installer launches as expected. Fomod installer accepts user selections as expected. Clicking the fomod installer 'finish' button instantly triggers the failure. As a quick check I then downloaded a random simple mod (GP5 Gas Mask, Nexus mod 33824), with 'simple' meaning - no fomod installer, using only the 'download with manager' method and the mod installed perfectly. See screeen capture FO4E1D080418.jpg depicting it's associated plugin installed and activated. Also included are the Vortex diagnostic logs Please let me know if you need more information Regards External file: tmp-4996l81HQNcBoGaL.7z Reported by: ehf111.

Vortex Version: 0.15.7 Memory: 15.92 GB System: win32 x64 (10.0.16299) Further to the report I sent yesterday concerning Skyrim SE. Today I started a completely new installation of Fallout 4. See screen capture below showing the only plugins in use. Attempted to install Caliente's/body slide/outfit studio (Nexus mod ) by using both 'download with manager' and 'manual' methods. Both yielded the same result (see screen capture) Exact series of events leading to failure (note; the following is the same for either the 'download with manager' or 'manual' methods.

No exceptions): Mod downloads as expected. Archive extraction blue progress bar completes as expected. Fomod installer launches as expected. Fomod installer accepts user selections as expected.

Clicking the fomod installer 'finish' button instantly triggers the failure. As a quick check I then downloaded a random simple mod (GP5 Gas Mask, Nexus mod 33824), with 'simple' meaning - no fomod installer, using only the 'download with manager' method and the mod installed perfectly. See screeen capture FO4E1D080418.jpg depicting it's associated plugin installed and activated.

Also included are the Vortex diagnostic logs Please let me know if you need more information Regards External file: tmp-4996l81HQNcBoGaL.7z Reported by: ehf111. I had this exact issue myself (although I am uncertain if the cause is the same). I found that the error occurred for CBBE and XPMSSE, but not for SMIM, even though all three of them use scripted installers.

I thus made a comparison between the file structure of CBBE (not working), XPMSSE (not working) and SMIM (working). What I found was that the folder it is warning about in both cases (CBBE and XPMSSE) are empty.

That is, 'Compatibility patches/None' and ' Installer ' are both empty. From my understanding of what is happening; when installing these packages, what it tries to do is to recursively change the pathname of these folders and their content to their root folder, which would be a legitimate command to run if you had content that you wanted to move. However, when moving these files (which as you may realize is essentially the same as changing the path name), and they do not exist, what you are basically trying to ask is to remove the empty folder. This is not what the command has been designed to do, and that's why you get this as a response. It's basically saying 'if you actually want to just remove this folder, then there is another command for that'.

In order to temporarily bypass this, I manually unpacked XPMSSE, and combined the alternatives I wanted, zipped the content and added the zip file manually. This is a bit annoying to do, especially if you have several mods that cause you this issue. I had this exact issue myself (although I am uncertain if the cause is the same). I found that the error occurred for CBBE and XPMSSE, but not for SMIM, even though all three of them use scripted installers.

I thus made a comparison between the file structure of CBBE (not working), XPMSSE (not working) and SMIM (working). What I found was that the folder it is warning about in both cases (CBBE and XPMSSE) are empty. That is, 'Compatibility patches/None' and ' Installer ' are both empty. From my understanding of what is happening; when installing these packages, what it tries to do is to recursively change the pathname of these folders and their content to their root folder, which would be a legitimate command to run if you had content that you wanted to move. However, when moving these files (which as you may realize is essentially the same as changing the path name), and they do not exist, what you are basically trying to ask is to remove the empty folder.

This is not what the command has been designed to do, and that's why you get this as a response. It's basically saying 'if you actually want to just remove this folder, then there is another command for that'. In order to temporarily bypass this, I manually unpacked XPMSSE, and combined the alternatives I wanted, zipped the content and added the zip file manually. This is a bit annoying to do, especially if you have several mods that cause you this issue. Error happens with the XP32-mod from How to replicate the error: This mod uses FOMOD with various options.

If chooses 'None' as an option on one or more of the FOMOD-choices, except under 'Character Creation', Vortex will give error. Where are no error if chooses 'None' under 'Character Creation', since 'Character Creation None' contains a file. Reason for the error: The XP32-mod includes empty sub-directories called 'None' and FOMOD is told to use these empty directories if select the 'None'-options. Example, if selects 'None' on 'Compatibility Patches' FOMOD is told to use: but since ' Compatibility Patches None' is an empty directory Vortex gives an error when trying to re-name the directory '. XP32 Maximum Skeleton Special Extended-1988-4-33.installing Compatibility Patches None' to '.

XP32 Maximum Skeleton Special Extended-1988-4-33' While where is at least two methods for users to re-package the mod and afterwards correctly installing it, it's probably not the only time a mod will include FOMOD referrencing an empty sub-directory. BTW, adding an empty sub-directory to the None-directory doesn't fix the problem, you'll need an actual file. Reported by: Rattledagger. Error happens with the XP32-mod from How to replicate the error: This mod uses FOMOD with various options.

If chooses 'None' as an option on one or more of the FOMOD-choices, except under 'Character Creation', Vortex will give error. Where are no error if chooses 'None' under 'Character Creation', since 'Character Creation None' contains a file. Reason for the error: The XP32-mod includes empty sub-directories called 'None' and FOMOD is told to use these empty directories if select the 'None'-options. Example, if selects 'None' on 'Compatibility Patches' FOMOD is told to use: but since ' Compatibility Patches None' is an empty directory Vortex gives an error when trying to re-name the directory '. XP32 Maximum Skeleton Special Extended-1988-4-33.installing Compatibility Patches None' to '. XP32 Maximum Skeleton Special Extended-1988-4-33' While where is at least two methods for users to re-package the mod and afterwards correctly installing it, it's probably not the only time a mod will include FOMOD referrencing an empty sub-directory. BTW, adding an empty sub-directory to the None-directory doesn't fix the problem, you'll need an actual file.

Reported by: Rattledagger. Related GitHub issue: If a scripted installer has a choice that leads to the addition of an empty folder, then attempting to install it leads to an EPERM issue. Examples of mods with this issue are XPMSSE and CBBE. Here are the logs when attempting to install CBBE (which has a 'none' alternative): When I first saw this message, I noticed it was when I first installed using a scripted installer (previous mod installations had not been), both for XPMSSE and for CBBE. I was thoroughly confused by the cryptic message, and tried to find answers online. This error seems to be common when you have other programs actively trying to access the same file while you're renaming it. I decided to not give up though, and realized you wouldn't even consider yourself in an open alpha stage if the program couldn't offer this feature, so I looked around for help specifically related to Vortex.

I noticed how scripted installers are not the issue per se, since they work just fine for ex. I tried installing SMIM myself and found that it worked just fine for me as well. I looked into what the difference was between SMIM's file structure and that of XPMSSE's, and found out that the latter has an empty folder 'Compatibility patches None'. Similarly, CBBE has a folder ' Installer ' that is also empty. If you're able to reproduce this problem yourselves on your end, then I think an easy bugfix is to simply check if the folder is empty before renaming it. For now, my solution is to manually combine the content that I want, thereby bypassing the scripted installer entirely. Best Regards and have a wonderful day.

Reported by: Sweedie. Related GitHub issue: If a scripted installer has a choice that leads to the addition of an empty folder, then attempting to install it leads to an EPERM issue. Examples of mods with this issue are XPMSSE and CBBE.

Here are the logs when attempting to install CBBE (which has a 'none' alternative): When I first saw this message, I noticed it was when I first installed using a scripted installer (previous mod installations had not been), both for XPMSSE and for CBBE. I was thoroughly confused by the cryptic message, and tried to find answers online. This error seems to be common when you have other programs actively trying to access the same file while you're renaming it.

I decided to not give up though, and realized you wouldn't even consider yourself in an open alpha stage if the program couldn't offer this feature, so I looked around for help specifically related to Vortex. I noticed how scripted installers are not the issue per se, since they work just fine for ex.

I tried installing SMIM myself and found that it worked just fine for me as well. I looked into what the difference was between SMIM's file structure and that of XPMSSE's, and found out that the latter has an empty folder 'Compatibility patches None'.

Similarly, CBBE has a folder ' Installer ' that is also empty. If you're able to reproduce this problem yourselves on your end, then I think an easy bugfix is to simply check if the folder is empty before renaming it. For now, my solution is to manually combine the content that I want, thereby bypassing the scripted installer entirely. Best Regards and have a wonderful day.

Reported by: Sweedie. Many installations from launcher windows (where you select options before installing mod) are failing with the following error: EPERM: operation not permitted, rename 'filepath' to 'filepath'. Specifically, the mods XP32 Maximum Skeleton Extended - XPMSE and Caliente's Beautiful Bodies Edition -CBBE- are failing for me. It does not matter what is selected from what I can tell. I have discovered the issue is when a folder of the installation has no files in the folder, and I am able to solve this issue by adding a blank text file to any folders that are empty. Good luck and great job making this tool.

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Reported by: BanishedSea. Many installations from launcher windows (where you select options before installing mod) are failing with the following error: EPERM: operation not permitted, rename 'filepath' to 'filepath'.

Specifically, the mods XP32 Maximum Skeleton Extended - XPMSE and Caliente's Beautiful Bodies Edition -CBBE- are failing for me. It does not matter what is selected from what I can tell.

I have discovered the issue is when a folder of the installation has no files in the folder, and I am able to solve this issue by adding a blank text file to any folders that are empty. Good luck and great job making this tool. Reported by: BanishedSea.

Find results in. Content titles and body. Content titles only. Skeleton Body and Physics Support: - Breast and Butt Physics bBP - Tender Breast and Butt Physics TBBP -Mods compatible: -(included in XPMSE) -(Well Fitted option only) - (included style option and animations recommended) - (included in XPMSE) -Mods compatible without support: - (Comes with it's own XPMSE skeleton) Mods completely unsupported: - ( everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes:. XPMSE Plugin XPMSE RaceMenu: - Weapon styles, moving weapons ingame - Scale Position Rotation sliders - Body related sliders - SOS SAM related sliders - Female specific related sliders - Beast race specific related sliders - Third and first Person scaling - compatible XPMSE MCM: - Weapon styles, moving weapons ingame - Iinformation tab with debug information XPMSE Weapons: Scale Module: - Fixes weapon scale problems with the game for females, thanks Bethesda, good job! Modders Animators Section New XPMSE 2.1 Rig txt and behaviour files: These are compatible with the Modders Resource at and with. Fully Backwards compatible.

Do not use the Modders Resource at and with for skinning. How 2 make tails compatible with the XPMSE tail position sliders: 1. Open the tail mesh into nifskope 2. Replace the following node names with the new ones - 'NPC Pelvis Pelv' = 'Tail' - 'NPC Spine spn0' = 'NPC Tail Spine spn0' - 'NPC L Thigh LThg' = 'NPC Tail L Thigh LThg' - 'NPC R Thigh RThg' = 'NPC Tail R Thigh RThg' 3. Save the tail mesh FNIS Bone numbers (this has nothing to do with the skeleton): - XPMSE HDT rig: 115 Bones - XPMSE BBP rig: 129 Bones - XPMS Fallback rig: 242 Bones Bone naming and prefix schema: Nodes for meshes and havok animations NPC = Mesh bones HDT Physic exclusive HDT = exclusive HDT Motion bones XPMSE feature exclusive nodes. PLEASE READ THIS BEFORE POSTING BUGS Q: XPMSE says my skeleton version is old, XPMSE weapon sliders do not show in RaceMenu, the MCM Menu Page is empty etc.

A: Most likly your skeleton is of an incorrect version of XPMSE, or got overwritten or you are using a custom race with its own skeleton you need to overwrite manually. Q: MCM show the skeleton is of the correct version, but the sliders in RaceMenu are still missing A: Your RaceMenu might be of incorrect version please update to the version given in the description Q: I have no Weapon Style sliders in A: Take a guess why. Q: MCM shows problems with A: Fix it Q: I have animation problems A: and read the information the installer is giving you about FNIS patches Q: I don't see the left handed weapon on my character. A: You need to use a mod that shows them, XPMSE does not do it for you, mods that do this are Dual Sheath Redux and Equipping Overhaul.

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Q: Nothing works with my custom race (Ningheim. Eiries Ohmes Raht.) A: You need to replace those skeletons manually. Q: I have problems with dragging bodies. A: Since XPMSE3, ' 's GameSetting are duplicated into the XPMSE plugin.

If you have problem the Game Setting are getting overwritten place XPMSE lower in your load order. You can hide the ' ' esp when you are confident with your load order. Q: Character is not able to block while running, or not holding a torch correctly. A: Q: How can I change individual NPCs weapon styles A: Install and choose in the 'Wheel Menu' the option Tattoos, there you will have the RaceMenu interface with all the needed sliders. Q: I am using Mod Organizer, your mod is not working, I am using Mod Organizer it is not my fault. A: XPMSE needs to be at the bottom of the install order, that is when you order you mods by 'Priority' at the left side, and the mod at the bottom is the one with the highest priority, XPMSE should be directly before the Overwrite folder. Q: What does the thunder mean in Mod Organizer A: If it has a red minus it means 'files of this mod getting overwritten' in XPMSE case this is bad, with a green plus it means 'this mod overwrites files of others' in XPMSE case this is good, red minus and green plus is both cases, in general a green plus should be the case.

Q: Nexus Mod Manager asks about overwritting files while installing XPMSE A: Press ' Yes ' Q: Nexus Mod Manager asks about overwritting files from XPMSE by another mod A: Press ' No ' Q: Nexus Mod Manager tells me stuff about problems in the installer A: Nexus Mod Manager tells alot when the day is long. I thought the XP32 already had the belly node? Yea, it has a belly node which (I think, i'm kinda new so please correct me if i'm wrong) is used for T/ PSB Body paint to simulate pregnancy. What I am asking for is something akin to the preBreast and preButt nodes except for the Belly.

Reason why is I'm trying to add HDT jiggle to Belly but I need a constraint so the belly 'snaps' back to it's normal position in HDT. See: Using a chain link to the pre-butt nodes isn't working too well for me. And I don't think adding a pre-bone can possibly be a harm as it's not used for animating (I think, once again I'm a total newb at this stuff so again correct me if I am wrong, O Wise Ones!) Edit: just saw groovtama's post, he answered clearly better than me xD @groovtama, my reason is that if in the future modders add some belly swaying animations or something to the belly bone, then us HDT users will most likely need an extra bone for us to tie a constraint to so that the animation can create a 'jiggle' like effect for HDT. Of course I am merely a script kiddie who knows like 1% about mesh editing and 0% about animating in skyrim so I may also be completely wrong. But I'd just personally like the node so I can test HDt effects with it xD.

Actual Belly setup is NPC Belly (with a Translation) attached to Spine1 New setup like the Breast would be NPC Belly (no Translation) attached to PreBelly (contains translation from NPC Belly) attached to Belly (Node I use for ordering, no translation) attached to Spine1 O.o I see I have much to learn That makes more sense though now that I think about it. HDT physics from my understanding 'seeds' the physics values from animations of TBBP. So then I guess HDT overrides the actual Breast jiggle animations and replaces it as a inertia object. Then that would mean that it acutally 'seeds' the values from the pre-bones as a KeyFrame (animated) object. So now in my head I am thinking that if you implemented something like this. I could possibly achieve a jiggle belly without direct need of an animation moving the BELLY node, but instead seed the animations from the Pre-Belly node which has a 'translation' from the spine, in effect making it compatible with all animations out there. If the above works, I'll feel like einstein Edit: so many typos.

Also please correct me if I am wrong, I'm simply grasping at straws here, (also let me know if you know for a reason that this is impossible or not worth your time lol). O.o I see I have much to learn That makes more sense though now that I think about it. HDT physics from my understanding 'seeds' the physics values from animations of TBBP.

So then I guess HDT overrides the actual Breast jiggle animations and replaces it as a inertia object. Then that would mean that it acutally 'seeds' the values from the pre-bones as a KeyFrame (animated) object. So now in my head I am thinking that if you implemented something like this. I could possibly achieve a jiggle belly without direct need of an animation moving the BELLY node, but instead seed the animations from the Pre-Belly node which has a 'translation' from the spine, in effect making it compatible with all animations out there. If the above works, I'll feel like einstein Edit: so many typos. Also please correct me if I am wrong, I'm simply grasping at straws here, (also let me know if you know for a reason that this is impossible or not worth your time lol) T BBP and HDT fight over the breast and butt nodes that is the horrible problem^^. That's why HDT and TBBP together look horrible.^^ That's why a made a new rig map which disables the T BBP when using HDT but still enableing support for wings and cloaks and hair and pussy.

Belly node changes are not a problem. Keyed animation for Belly node is a badder idea because belly node was never in a rig map.^^. T BBP and HDT fight over the breast and butt nodes that is the horrible problem^^. That's why HDT and TBBP together look horrible.^^ That's why a made a new rig map which disables the T BBP when using HDT but still enableing support for wings and cloaks and hair and pussy. Belly node changes are not a problem. Keyed animation for Belly node is a badder idea because belly node was never in a rig map.^^ O.o so since it was never in the rig map you won't have to change it if you added the pre-belly node? And so if your proposed belly node changes did occur, would there be slight movement from when the spine moves to affect the belly?

I think I'm getting a clearer picture now thanks to your explanations Just 1 last question, what exactly is a rig map? Is it the femalebody.hkx files? Thanks for taking a look into all of this as well. Looking good! I haven't seen any differences yet but I'm sure it's better now with the hkx where it should be and FNIS finally giving me the full bones report!

Thank you EDIT: Ah, is there any way you could include the chargen sliders? Or the racemenu ones, I can't remember which one of these two gives breast scaling sliders aha You can use ECE/CME with RaceMenu and Chargen Core, just don't use the Chargen Morphs, all old adjusted and new ECE/CME Slider included from the skeleton pack will be in the last category. BTW, when you say you'll have problems dragging bodies without realistic ragdolls, just what exactly are we talking about? My load order is close to the limit and I'd rather not have to make room for another mod unless it's absolutely necessary. FAQ from XPMS on Nexus I've noticed it's really difficult to drag corpses with this skeleton (or impossible), any reason you can think of? Did you read the feature? Know Realistic Ragdolls and Force Mod?

Do you know about it? I couldn't drag a body with this skeleton, why? This skeleton are made for Realistic Ragdoll n Force. You need plugin (esp from RR&F mod.

The realistic variant. You can use ECE/CME with RaceMenu and Chargen Core, just don't use the Chargen Morphs, all old adjusted and new ECE/CME Slider included from the skeleton pack will be in the last category. I'm kind of scared of doing it, I mean I don't want to screw up my character's face like I did when I inadvertently uninstalled Chargen once. How should I proceed, simply removing Chargen Morphs and installing ECE directly? I got a lot of plugins for racemenu too, like CharGen Morphs, CharGen ECE Morphs, Ethereal Elven Overhaul, ECE Morphs, EEO Morphs, EEO patch.

That means a lot of morphs and stuff, if I uninstall one everything goes down eh? O.o so since it was never in the rig map you won't have to change it if you added the pre-belly node? And so if your proposed belly node changes did occur, would there be slight movement from when the spine moves to affect the belly? I think I'm getting a clearer picture now thanks to your explanations Just 1 last question, what exactly is a rig map? Is it the femalebody.hkx files?

Cbbeadvancedtbbp

Thanks for taking a look into all of this as well Let's start with the last question a rig map is something that matches data from keyed animation to the Havok animation system that then moves the bones around. All files with the general naming schema skeleton.hkx are rig maps. In an animation.hkx there is the bonename with movement data, in the rig map is a list with all names of the bones that are enabled for keyed animation movement. If a bonename is matched with a name in the name list of the bones, Havok animation systems moves it, or else it ignores the data. I can't foresee if there will be problems with the node added to the rig map and enabled to be animatied because I don't know if existing animation will cause horrible bugs. (They may be already there but you never saw them because they were never matched) So to the first question, yeah I don't have to change the rig map for HDT stuff because HDT goes around the rig map stuff, the rig map just got an update for legacy animation support with HDT.

If you do everything with HDT you don't have to care about bones which are not in the rig map. Just the ones who are because Havok and HDT will fight^^. (on a side note it's the same as with ECE sliders^^) So to the second question movement from spine would still be transported with the new setup, the new and the old setup doesn't differ in that point. Techie explanation: Just a little bit about vectorizing. I just split up the Belly node which is one vector now into three vectors (One the actual node for the body, one with the translation and one for my ordering^^ just as the breast setup), which will be in the sum the same as the vector before.

If you move the start of the whole vetor or the start of the splitted ones. Both will give the same end result. With the belly node and prebelly node you can do what you want with it with HDT.^^. I just installed it and immediately recognized the placement of the arrow quiver beeing half in the butt of my female character. The dagger (hip) seems to be OK, but as the quiver is so far within the butt it seems to hover in the air. I used (one-handed on back, dagger on hip, tried chesco and xp-chesko version).

For now I reinstalled the previous version. Could you please have a look at it?

Are you using closer quivers or longer quivers? Both Forstfall variants tend to clip when using it. Also depending on the body mesh you use they clip. Try the ECE weapon position sliders that's basically the reason they were made.^^. I'm kind of scared of doing it, I mean I don't want to screw up my character's face like I did when I inadvertently uninstalled Chargen once. How should I proceed, simply removing Chargen Morphs and installing ECE directly? I got a lot of plugins for racemenu too, like CharGen Morphs, CharGen ECE Morphs, Ethereal Elven Overhaul, ECE Morphs, EEO Morphs, EEO patch.

That means a lot of morphs and stuff, if I uninstall one everything goes down eh? Everything of Chargen Morphs is incompatible with ECE, redoing the face of your character (and just your character) will be inevitable. How chargen manipulates EEO is something I don't know. EEO Patches for Dragonborn and Dawnguard should still work. Replace Chargen Morphs with ECE on a calm day it may give you some problems or when you want to do a new game. Everything of Chargen Morphs is incompatible with ECE, redoing the face of your character (and just your character) will be inevitable. How chargen manipulates EEO is something I don't know. EEO Patches for Dragonborn and Dawnguard should still work. Replace Chargen Morphs with ECE on a calm day it may give you some problems or when you want to do a new game.

I'm just gonna take your HDT rig with the sword on back and wait till I'm on my gaming pc to try everything else! Thank you again and good work by the way. Btw why i never get buttscale effect on my 7b bombshell?.

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    marketing91.com

    https://www.marketing91.com/kellers-brand-equity-model/

    Keller’s Brand equity model is also known as the CBBE model which stands for Customer based brand equity. The model is explained with the help of a Brand equity pyramid. As Marketing evolved, the customer became the main focus. To acquire and retain customers, you need a strong brand. The model of Brand equity helped.

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  • What Is Customer-Based Brand Equity? | Qualtrics

    qualtrics.com

    https://www.qualtrics.com/experience-management/brand/customer-based-brand-equity/

    Customer-based brand equity (CBBE) is used to show how a brand’s success can be directly attributed to customers’ attitudes towards that brand. The best-known CBBE model is the Keller Model, devised by Professor of Marketing Kevin Lane Keller and published in his mighty Strategic Brand Management.

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  • CBBE Towing and Trucking Services - CB Barangay Enterprises

    cbbe-inc.com

    https://www.cbbe-inc.com/

    C.B. Barangay Enterprises Towing and Trucking Services Inc. (CBBE) provides your heavy lift and transportation needs to any point in the Philippines. Our team has the expertise and flexibility to handle your needs in a safe, efficient and cost effective manner.

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  • What is UNP and CBBE? - Skyrim Mod Talk - The Nexus Forums

    nexusmods.com

    https://forums.nexusmods.com/index.php?/topic/4845580-what-is-unp-and-cbbe/

    CBBE = female body mod. Replaces the mesh and textures for the body, feet and hands, and optionally the textures for the face. Does not contain a skeleton. The reason you had issues with Mature Skin is because you didn't install the CBBE-compatible version of it. CBBE doesn't even have a 'Skinny' option; it has 'Slim'.

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  • Having trouble with CBBE Body Physics. - Skyrim Mod ...

    nexusmods.com

    https://forums.nexusmods.com/index.php?/topic/7861193-having-trouble-with-cbbe-body-physics/

    Having trouble with CBBE Body Physics. - posted in Skyrim Mod Troubleshooting: Im new to modding and Ive been trying to get this to work for a few days and still no luck. Im using Vortex and SKSE64 Loader. My mods are the following: CBBE BodySlider FNIS SE SkyUI RaceMenuSE CBPC SINful CBP Realistic Ragdolls and Force XP32 Maximum Skeleton Special Extended So I understand that to get the ...

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  • BBC iPlayer - CBBC

    bbc.co.uk

    https://www.bbc.co.uk/tv/cbbc

    Watch CBBC live, find TV programme listings and schedules, plus enjoy your favourite shows on BBC iPlayer.

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  • Nexus mods and community

    nexusmods.com

    https://www.nexusmods.com/

    We host 283,455 files for 1,148 games from 115,956 authors serving 23,970,019 members with over 3.5bn downloads to date. We support modding for all PC games. If you can mod it, we'll host it.

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