The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Echobaby Oct 21, 2019 @ 12:30pm
Requirements: CBP Physics versus CBPC Physics
With a brand new install, I'm going to give animation a try this time around. I don't have any body replacer mods installed yet. As a preliminary to installing XPMSSE, I have FNIS and Race Menu installed. I'm using Vortex

The requirements listed for CBPC are only XPMSSE and FNIS.

The requirements listed for CBP are XPMSSE, FNIS, Body Slide And Outfit Studio, and CBBE

Why is there a difference in the requirements? For installing CBP, are Body Slide and CBBE really required? Or was the author implying that in order to use CBP after it is installed, that Body Slide and CBBE should then be installed?
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Showing 31-45 of 84 comments
Echobaby Oct 23, 2019 @ 2:04pm 
Thanks...that's pretty much what I figured out. There's a couple extra files I'll install seem okay. Here's my install sequence:

1. Bijin Warmaidens SE v3.1.1+
2. Bijin NPC SE v1.2.1+
3. Bijin Wives SE v1.1.2
4. Seranaholic SSE (by bchick3 & elrizzo ) OR (Seranaholic v1.6 AND Valerica 1.7)
5. AI Overhaul v1.1 +
6. Bijin AIO 2019 - Serana Valerica - AI Overhaul
7. Bijin Optimized Mesh Resource - UNP
8. Bijin AIO Serana 2019 - UNP
9. Bijin 2019 Frea Iona - UNP (Alternate) [will stay enabled and load after Bijin AIO 2019 - Serana Valerica - AI Overhaul]

Now I'll disable these:
Bijin Warmaidens.esp
Bijin Wives.esp
Bijin NPCs.esp
(Serana.esp AND Valerica.esp) OR the Seranaholic SSE conversion by bchicks3, depending on which was installed.

Only Bijin AIO 2019 - Serana Valerica - AI Overhaul AND Bijin 2019 Frea Iona - UNP (Alternate) will be enabled.

I'm planning on getting Bijin installed after I install UNP
smr1957 Oct 23, 2019 @ 2:06pm 
What Mojo said re: Bijin. As to UNP Renewal, for my game I selected slim nude body. The main body is closer to vanilla in size.
Echobaby Oct 23, 2019 @ 2:10pm 
Maybe a stupid question, but can the CBP Physics mod and the bouncing animation mod both be enabled at the same time, or is is one or the other?
Echobaby Oct 23, 2019 @ 2:15pm 
Mojo, does my install sequence look okay...I think the only difference from your recommendation is that I'm adding the UNP specific optional files.
smr1957 Oct 23, 2019 @ 3:05pm 
The bouncing animation - you mean the walking animations - don't make the description writer's error of misdescribing them. Both can be enabled - CPB handles bounce, the other handles walking and running (that's what I meant about misleading description).

And Bijin should be installed after UNP (as should any NPC appearance mod, else you may end up with the black face bug).
Last edited by smr1957; Oct 23, 2019 @ 3:09pm
Southpawe Oct 23, 2019 @ 4:29pm 
Originally posted by Echobaby:
Mojo, does my install sequence look okay...I think the only difference from your recommendation is that I'm adding the UNP specific optional files.

Looks good to me. Give it a try.
Echobaby Oct 23, 2019 @ 6:13pm 
smr1956 and Mojo_Sev, great! Thanks for all your help and advice. Now onto installing UNP and then Bijin.
Echobaby Oct 23, 2019 @ 6:41pm 
The UNP install went okay. I selected the skinny body type, and pretty much went with the defaults. Vortex came up with 40 conflicting files with TCM and I chose TCM to come before UNP.
Echobaby Oct 23, 2019 @ 7:02pm 
I hope I didn't make a mistake when installing 360 Walk and Run Plus AND YY Animations SSE.

There was one choice where I had to select BPP on or BPP off. I chose on because I'm going to install UNP armor/clothing with TBBP
Echobaby Oct 23, 2019 @ 8:24pm 
UNP recommended Rustic Clothing, so installed it. However vortex found conflicts and I need to decide whether UNP armors/clothing goes before or after the Rustic Clothing textures. What is best here?
Echobaby Oct 23, 2019 @ 8:44pm 
It was just a conflict with 2 files. I went with Vortex's suggestion which was to have rustic clothing come before UNP armor/clothing (though I imagine that rustic clothing's textures probably would have looked better.
Echobaby Oct 23, 2019 @ 9:15pm 
Everything seems to go well with bounce and 360 walk run. I started a new game with a female character. I could see the breasts of the female captain at the beginning of the game move. When in the keep, I checked the 360 walk and run and that looked alright. One thing I didn't expect was that the walk run didn't work when the character had her hands in ready (fighting position). When she lowered her hands, the 360 walk and run worked again. I guess that's normal. I'll tackle Bijin tomorrow.
Southpawe Oct 23, 2019 @ 10:28pm 
Originally posted by Echobaby:
Everything seems to go well with bounce and 360 walk run. I started a new game with a female character. I could see the breasts of the female captain at the beginning of the game move. When in the keep, I checked the 360 walk and run and that looked alright. One thing I didn't expect was that the walk run didn't work when the character had her hands in ready (fighting position). When she lowered her hands, the 360 walk and run worked again. I guess that's normal. I'll tackle Bijin tomorrow.

360 walk and run is only for out of combat animations. I mean, if you think about it, you wouldn't want your character to turn their backs on the enemy every time you wanted to go back a few feet.


If you want some different combat animations there is the Mystic Knight animations. They are not 360 animations but they look cool. Suited more for a mage/spellsword character as the name would imply.

https://www.nexusmods.com/skyrimspecialedition/mods/9179
Echobaby Oct 24, 2019 @ 9:46am 
Originally posted by Mojo_Sev:
Originally posted by Echobaby:
Everything seems to go well with bounce and 360 walk run. I started a new game with a female character. I could see the breasts of the female captain at the beginning of the game move. When in the keep, I checked the 360 walk and run and that looked alright. One thing I didn't expect was that the walk run didn't work when the character had her hands in ready (fighting position). When she lowered her hands, the 360 walk and run worked again. I guess that's normal. I'll tackle Bijin tomorrow.

360 walk and run is only for out of combat animations. I mean, if you think about it, you wouldn't want your character to turn their backs on the enemy every time you wanted to go back a few feet.


If you want some different combat animations there is the Mystic Knight animations. They are not 360 animations but they look cool. Suited more for a mage/spellsword character as the name would imply.

https://www.nexusmods.com/skyrimspecialedition/mods/9179

Yes, I can see that. I think where it would come in most handy is when the character is running away from a stronger enemy to get some separation. With that view, I should be able to see if the enemy is gaining distance or losing it.
Southpawe Oct 24, 2019 @ 10:09am 
You know, it might be possible to rename the non-combat running and walking 360 animation to the name of the combat.

You would only need to rename the backwards, left backwards, and right backwards files.

I'm fairly certain the weapons would still stick to your hands, but I'm not positive. It might look janky it you attack while moving backwards.

I might try it later just for ♥♥♥♥♥ and giggles.
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Date Posted: Oct 21, 2019 @ 12:30pm
Posts: 84