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ndh

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  1. Thank you for the suggestion, but it was already set to false. When I set it to true it takes even longer.
  2. ENB 0.254 increases the time to get into the game world by a factor of almost 2. I've read that this is due to some sort of memory management feature in ENB. I've tried to disable/change about every [MEMORY] setting in enblocal.ini, but nothing really helped. Does anybody know what causes/how to fix this?
  3. Well. Mod Organizer keeps things clean anyways. If anybody isn't using it - their loss. The only thing that I find interesting in that regard is the effect on load times. I find that mods increase my load times significantly. Do .bsa's offer good compression? Are there other technical advantages that could influence load times, like maybe providing a file list so TESV.exe doesn't need to walk the directory tree on load? I was always wondering if it isn't possible to select a number of mods, and just patch the existing vanilla .bsa's in order to improve load times.
  4. So I was thinking a bit about cloaks, and why there is no cloak mod that uses the bones provided by the XPMS skeleton. The answer is simply that all existing animations use the already animated skirt and foot bones. Using any non-XPMS animation with cloaks skinned to XPMS would mean that cloaks would not have any animation at all. So the answer is simple: Automatically convert all the vanilla cloak animations to a different skeleton like XPMS. I'm only using Maya, and I don't know any MaxScript. But I could imagine that it might be possible: Iterate over each animation. Import into Max. For each frame iterate over the cloak bones in descending order. For each bone compute the orientation that preserves the average position of the cloak vertices skinned to that bone best. Export to Havok. Anybody up to the task? Fore maybe? :smile:
  5. It's a pretty huge mod, but I'm using the one included in Skyrim Ultra HD Texture Pack, though some parts seem to be just upscaled. But the fur/feathers look nice. Thank you very much!
  6. Yea, I realized. They made it so that the interpolation happens only between 1.2*walk and 1.0*run (instead of e.g. 1.0*walk and 1.0*run). What I find weird is that they didn't use mt_sprintforward in this blending construct. When I toggle between walk and run in the game, it actually works really well. There's a pretty smooth transition between these animations, no matter at which time within the animation the switch occurs. Not so with sprinting. There's always a pretty noticeable jump in the transition, and the sprint animation always starts with the right foot in the air. You wouldn't happen to be able to do something about this with your behavior file magic? :)
  7. Does anybody know which mod has a high quality re-texture of the Forsworn Armor? I have only found re-models, but no re-textures. I checked all the aMidianBorn texture packs, but no Forsworn.
  8. Ok, thank you. I was just frustrated by loading animation after animation in Max (having to scroll through the file dialog), but then I remembered that I can also view the animations in the Creation Kit, which is a lot faster. To answer my own question: The problem was that the Havok Tool doesn't export the annotations correctly from Maya. It only read attribute names that start with "hk", and it also stores this "hk" prefix in the animation files. The workaround is to call the attribute "hkot", so the annotations are exported as "hkotLeft" and "hkotRight". Then replace the string "hkot" with "Foot" in the binary files. Crude, but works.
  9. How can I find out the names of the animations that are currently playing? Either on the player or on an NPC/Follower? In the console I found this ExtraInfoWindow, I suspect it's from SkyUI, but I can't seem to find anything about animations.
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