

If you use SKSE, this can be fixed by starting Skyrim once through Steam.>Warning: * tktk1's "TK Dodge / Ultimate Combat" not installed<<Īll Anim Lists scanned. >Warning: Generator not run from a legal (Steam) Skyrim installation directory. Xp32 make my char has weird hand down casting bug when walking but when i stand it turn to vanila casting, FNIS arm fix doesnt help me T-T Sorry for bad english ! Very much appreciate any help, as documentation on NiOverride seems to be sparse.I will get to the point guys. Pos = Easy - an array float (which I have set)Īll of my attempts thus far have not had any effect, so I was hoping maybe some kind soul could help shed some insight on what the key string is, and the proper notation for nodeName. Does anybody know what data it's asking for? Some string value, but I have absolutely no idea. Key = Very confused as to what it's actually asking for. I know it's asking for a string value, but what kind of data do I feed it? For the neck for example, would I put "NPC Neck" or "NPC Neck " as it is in nifSkope? Or something else? NodeName = A little confused about this one. IsFemale = I am using a bool that utilizes () My problem is that I don't quite understand all of the data types that the function is asking me for.įunction AddNodeTransformPosition(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float pos) native globalĪkRef = My actor to shift the nodes on, got thatįirstPerson = false, werewolf is third person I'm assuming I can achieve what I want with the AddNodeTransformPosition() function. My current attempt is to use NetImmerse or NetImmerseOverride to dynamically manipulate the skeleton nodes to the positions I want them in, so that I don't have to call a racechange.Ĭalling SetNodeLocalPosition#() doesn't appear to do anything at all. This doesn't work as it bugs out the vanilla werewolf ability (it thinks you untransformed and locks you in wolf form forever.) So that's a no-go. The first way I thought to tackle the problem: Call another racechange to one with the skeleton I want.

I'm attempting to make a more humanoid looking werewolf, and thus I want to use something as close to the base skeleton as possible. My model looks very similar to how the Randy Savage model in Macho Dragons did - it was super stretched out and looked bizarre. If you do, it swaps the ArmorAddon with a custom one. So as not to interfere with other mods, I used the vanilla transform spell as the base (and didn't do ANY edits to it.) However, I have an added magic effect that is put on the character that detects when you transform into werewolf. I'm attempting to make a werewolf replacer.
