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lightningo

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  1. http://www.nexusmods.com/skyrim/mods/42626/? This mod supposedly has 'rain detection' that does in fact block out rain while in the remodeled version of Anise's Cabin. Maybe the mod creator can help you out.
  2. The Creation Kit Wiki mentions this about Skin Texture Swap Lists: http://www.creationkit.com/ArmorAddon "Skin texture Swap List: This would be used if the skinny and large versions of the NPC had a different texture set."' Is this possible to implement in the Creation Kit? If so, how? because I would love it if we could have different muscle tone variations.
  3. Hi red_codec, the instructions are very simple. All you need to do is open up the Regal Huntsman armor in the Creation Kit. Once you do, find the huntsman cloak in the Armor section and look at the Keywords box on the far right of the armor details screen. Right click inside the keywords box and select Add. In the pop up menu, search for each of the four keywords and add them to the keywords list. It should look something like this: http://i.imgur.com/ZDJPyn1.jpg After you've added that to the cloak items you can save the .esp and you'll be done.
  4. How to Edit and Move Bones in .nif Skeletons for Skyrim This is a very brief gif assisted tutorial for how you can edit any skeleton you want and use it in game. Most people have been able to do this by scaling individual bones. However, that technique is tedious and very limited in what and how much you can edit. My technique is very simple, anyone with any knowledge of how an object moves in 3D space can do it. It also offers a lot more freedom in what you can do. Things you'll need. 1. A skeleton file, such as skeleton.nif, skeletonbeast.nif, but even animal or dragon ones will do. You can even do this with other user created skeletons. 2. Nifskope. Step 1. Open your skeleton in nifskope and find what bone you'd like to move, rotate or rescale. Right click on the bone in the list menu on the left, click on the "Node" menu and select "Add Parent Node" in the dropdown menu. Another menu will pop up. Look for and select "NiNode". http://i.imgur.com/fGkAOhp.gif (Skeleton Pictured: The vanilla female skeleton) Step 2. Input numbers into the Transform, Scale and Rotation menus in order to edit the bone that is now attached to the new node you made. http://i.imgur.com/ctgDAj5.gif (Note the way the LEFT UpperArm bone rises up after I put 5 in the transform data. In this shot the skeleton has its back facing us, so it is our left and the skeleton's left.) Step 3. Repeat as necessary to get your skeleton looking how you want it to in game. Remember to select and edit the NiNodes you added, not the bones!! An easy way to find them is by clicking on the bone you've worked on in the 3D model viewer, and then select the item immediately above it in the listed menu on the left. For the sake of the tutorial I'm going to stop here with my edited shoulder. Step 4. Save your skeleton either in a new folder or overwrite the old one you edited. Remember to name it correctly! In my case, I'm going to overwrite the skeleton_female.nif file I put in the "Skyrim/Data/Meshes/actor/character/character assets female" directory so it'll show up immediately when I run the game. Step 5. Let's see how it looks in game. http://i.imgur.com/AoMhrQw.jpg Well it looks like her shoulder has been horribly mangled, but it sure worked! Now you've finished editing your skeleton and getting it to work in game! FAQ Q. That's it? A. Yep. That's it. That's all you have to do. Q. Do I have to apply transforms on the NiNodes? A. NO!!! It'll work without using the Apply Transforms command, and honestly I recommend you not doing that. If you apply, getting the NiNodes back to their original positions if you feel like tweaking becomes next to impossible. If you leave the transformations, you can easily go back and edit the numbers. Pros and Cons of Using this Technique Pros: No need to reskin anything. If a model is rigged to the skeleton you're editing, it'll work with the changed one. It's easy to go back and forth and tweak it. A lot more cool stuff you can do with the bones. Cons: The more complex a skeleton is, the harder it is to work with. I'm not sure how compatible an edited skeleton is. I haven't really began testing it with stuff like FNIS and custom animations. Scripts that edit bones especially may cause problems, but I'm not completely sure. Bonus Tips for working on a skeleton. 1. You're not just editing the bones, you're editing every part of the model that's connected to the bones. 2. The model can react in weird, unexpected ways. The bone you're editing might not be what controls the part of the body you want to edit. Experiment and see. 3. One of the best ways to get the results you want is to edit between two extreme opposites and then slowly narrow it down. It's like playing hot and cold, but with the way the legs/arms/head bends.
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