Jump to content

lovender

Members
  • Posts

    182
  • Joined

  • Last visited

About lovender

Profile Fields

  • Country
    Indonesia
  • Currently Playing
    Monster Hunter World
  • Favourite Game
    Monster Hunter World, Oblivion, Fallouts, Drakensangs, Dragon Ages, Assassin's Creeds, LEGO Star Wars

Recent Profile Visitors

39520 profile views

lovender's Achievements

Mentor

Mentor (12/14)

  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter
  • First Post

Recent Badges

0

Reputation

  1. [MOD REQUEST] Is there a way to move the Knight Armour from Cloaks & Robes category to Outfit category? So we can use cape. Because: what is knight, without his cape? Thanks in advance.
  2. [MOD REQUEST] Is there a way to move the Knight Armour from Cloaks & Robes category to Outfit category? So we can use cape. Because: what is knight, without his cape? Thanks in advance.
  3. Hey, guys! I'm having problem with vanila hair mesh that I turned into wig. The purpose is to make the head looked not bald when the visor's helmet is opened. In Blender, the hair is rigged properly in pose mode. But when in-game, the hair is floating around the head. I tried to figure it out, re-rig the mesh in Blender over and over again, but still no solutions. Any idea?
  4. Hello, Modders! I'm doing my very 1st project in MHW modding. I have a question btw: Tried to find tutorials on the internet, but haven't got one... I use body replacer (Innerwear) from a modder here in Nexus . Then I want to add Origin pauldrons from Origin female armor. I modified it in Blender 2.79b, and merged it into one mesh. But now, when I want to export the mod3 file, it looks I can't export it yet...there's an error message. I know, because there are still 2 armatures (one from Origin body and one from the Innerwear body). So, what should I do to export it and use it in game? Thanks in advance.
  5. Found solution from my best friend... The ears now looks the same like in NifSkope: I think setting the NiMaterialProperty skin in the Nifskope (as in Fall Hair Wig Shop, Apachii Goddess Store, etc) is the cause. Vanila ears textures path is facegen\ears\human\EarsHuman.dds Maybe custom races need ear textures in the facegen folder, so if the game does not find a texture in that folder, it uses the footmale.dds textures for wearable ears. I tested in game, that changing the NiMaterialProperty to default is enough to fix the issue. So maybe we can make conclusion: NiMaterialProperty skin is just for lowerbody, upperbody, hand, foot meshes? And hopefully all the modders that include wearable ears in their mod know this important information. Problem SOLVED then.
  6. You say the ears look alright when worn by non-custom, Vanilla races? What body/body mod are you using, if any? For the male I use Robert's, the female I use DMRA. But only when I become the custom race then the wearable ears textures has an issue like that... edit: No, as I expected the Vanilla ears I found make no sense. They can't have been the ones used with their settings as is, else you won't have changing texture with different race. Yes, vanilla ears have morph feature or something like that to follow the character's head size. So I don't use that. But I cannot upload nif file here...I think it's forbidden in Nexus. Anyway, the ears meshes I used is the same from Fall Hair Wig Shop mod. I tried to wear wearable ears from Apachii Goddess Store and the textures issue is the same.
  7. Anybody know what's the cause of this kind of issue? It happens to custom race player... It has no problem if equipped by vanilla race. I always include ears (using ears mesh from removable ears mod) in the helmet & in the wig mesh. In the nifskope the ear textures looks like the pic on the left. But when in game, the pic on the right is when equipped by custom race. It looks like displaying the textures of footmale.dds in characters\imperial\male folder. The path in the CS / TES4Edit is already correct I believe: If it correspond to archive invalidation, I did it twice; once manually and once again this afternoon using OBMM, and the body textures for my custom race has no problem. But for the wearable ears, the issue still occurs. Anybody can give solution?
  8. And so this tutorials is not valid I think? https://www.nexusmods.com/oblivion/mods/37209 Because there will be eyelid issue after that...
  9. Hi, Drake. I fixed the neck's vertex in Ren's head, because it didn't connect with the body perfectly. But after export it from Blender, when in-game the eyelid's blinking has an issue where the eyelids became messy... (hopefully I don't have to show picture of it) I believe because it didn't match with the previous .egm, .egt, .tri files. Is it hard to fix? (It it's hard, then maybe I'll just fix the body's neck to match the head's neck then...)
  10. Found the menu "Gameplay > Idle Animations". But, oh no... this is bad... It seems like you cannot change the path... Because there is the Characters/_Male/IdleAnims tree, but you cannot duplicate them and rename it to Characters/_Katana/IdleAnims. Even if you try to edit the file from _katana/IdleAnims folder, there will be error message "invalid directory". Any idea how to create the new _katana path or to rename _male path?
  11. So, do you know how to change the animations path? I can only find mod object in Miscellaneous tab > AnimObject with one of the options path: characters/_male/Idleanims I scroll down the options, but there is no _katana/Idleanims path, so it has to be made. If you know how, please let me know, then I'll work on it ASAP. Thanks
  12. The player's 3rd person skeleton is switched when weapon-orientation is switched. Animations only work relative to the skeleton. Switch the skeleton and you switch the whole animation set it uses/can use. By switching to "meshes/characters/_katana" (does the description have a typo here?) the animation set is also switched to everything inside this folder, -not- inside "meshes/characters/_male" anymore, as where all animation mods otherwise go. So if you do as told and copy&paste all the files and folders of those animation mods into "meshes/characters/_katana" as well, they'll work fine again even while weapons are switched... "provided they do not contain conflicting bones" as the author explained. But it's just a matter of trying it out to see for yourself. Hi, DrakeTheDragon Thanks for your explanation. But I did as told and copy&paste all the all the files and folders of those animation mods into "meshes/characters/_katana" before I create this topic. But still the animations still not triggered. Here's my 1st theory: All the pose mod always activate animations from _male/Idleanims folder. Sheath swap mode use the animations from _katana folder. Then I think I just have to also swap all .esp files of the pose mod to trigger the animation from all the animations I copy&pasted to _katana folder. I tried to analize one of the .esp file and found that the pose is trigger from Miscellaneous tab > AnimObject. In one of the mod object there, there is an object that use the path: characters/_male/Idleanims by default. So the only question is: how to create the path: characters/_katana/Idleanims in the creation kit? If it can be done, then I think what I'm gonna do is to create alternate esp files for every pose mod if I want to use Sheath Swap mod. Hopefully my 1st theory is right. 2nd theory: Maybe all the animations in _katana folder should be made compatible with sheath swap mod. If the 2nd theory is the right one, then I think it's out of my reach... :confused:
  13. Sheath Swap mod: https://www.nexusmods.com/oblivion/mods/37502 Anybody know why every pose from all pose mods, can't be activated during Swap mode (after press H key)? The pose can only be activated if you go back to the original orientation. Any solution will be appreciated. Thanks. -lovender-
  14. Hi, guys... I remember SW Battlefront's icon is a Stormtrooper helmet's lense with reflection of the Rebels. But then when I play as Stromtrooper/ Sandtrooper/ Shocktrooper (with mod) and use Cinematic Tools (offline) for screenshooting, I can't see the reflection on the helmet's lense. Only when I play as Shadowtrooper that the helmet's lense is reflecting image the same like in the Battlefront's icon. Check out my Images here: https://www.nexusmods.com/starwarsbattlefront2015/images/33 https://www.nexusmods.com/starwarsbattlefront2015/images/25 and see the difference between the helmet's lense of the Shadowtrooper and Sandtrooper. Anybody knows about the mod that can change the helmet's lense like I mentioned above? I know a bit about modding, that maybe the Alpha Channel in normal map for the helmet's lense should be white... Thanks. And may the Force be with you.
  15. Hi guys, I was wondering if there is a way to make dead bodies stay or to prolong the duration of the dead bodies? Maybe through .ini file by changing the number (from 0 to 1)? I saw in Battlefront 2017's video in youtube that the dead bodies stay (by default, I believe). So really hoping that I can apply that too for Battlefront 2015. Thanks in advance. -lovender-
×
×
  • Create New...