Very nice skeleton Creatura- the eyes are definitely a creepy touch!
The problem where the arm was pulling on the chest was because a | symbol was missing in the object name. There were other problems too like meshes that were poking out of their anchors. But the good news is that AirFlamesRed figured out a way to set up models without using anchors. It is MUCH easier for SoM.
To set up an anchorless bone, cover a bone in a unique material, then add that material's name to the end of the object that will move with the bone. For example, the 'chest' bone would be covered in a material named 'chestMat' so you would name the chest mesh object 'chest-chestMat' (the dash mark is required). I changed your skeleton to work without anchors (attached). It should work much easier for you now.
Some other problems:
You need to change the angles on your bone-triangles. A triangle should have an angle over 90 degrees where it attaches to another bone or a line (see attached picture). You may have problem with animation or converting to MDL if you don't.
SoM requires that you have the 'root bone' at XYZ=0. The root bone is the 'first' bone in the skeleton; it moves all the other bones with it. In SoM, the shadow will follow this root-bone. Make sure you never move the root bone up or down (Y axis). But, DO use the root-bone to move your model forward/sideways (ZX axis) during walking etc. I moved the root bone where it needs to be and also added a second bone above it- use this second bone to move your model up and down (Y axis) by selecting the bone and pressing Ctrl+E.
Don't use spaces in object or material names. It can cause conversion to fail.
SoM expects your NPC/Enemy models to face down the Z axis (blue line). Otherwise, they'll face away from the player ingame.
The problem where the arm was pulling on the chest was because a | symbol was missing in the object name. There were other problems too like meshes that were poking out of their anchors. But the good news is that AirFlamesRed figured out a way to set up models without using anchors. It is MUCH easier for SoM.
To set up an anchorless bone, cover a bone in a unique material, then add that material's name to the end of the object that will move with the bone. For example, the 'chest' bone would be covered in a material named 'chestMat' so you would name the chest mesh object 'chest-chestMat' (the dash mark is required). I changed your skeleton to work without anchors (attached). It should work much easier for you now.
Some other problems:
You need to change the angles on your bone-triangles. A triangle should have an angle over 90 degrees where it attaches to another bone or a line (see attached picture). You may have problem with animation or converting to MDL if you don't.
SoM requires that you have the 'root bone' at XYZ=0. The root bone is the 'first' bone in the skeleton; it moves all the other bones with it. In SoM, the shadow will follow this root-bone. Make sure you never move the root bone up or down (Y axis). But, DO use the root-bone to move your model forward/sideways (ZX axis) during walking etc. I moved the root bone where it needs to be and also added a second bone above it- use this second bone to move your model up and down (Y axis) by selecting the bone and pressing Ctrl+E.
Don't use spaces in object or material names. It can cause conversion to fail.
SoM expects your NPC/Enemy models to face down the Z axis (blue line). Otherwise, they'll face away from the player ingame.