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jignao2

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  1. Well that's incredibly frustrating. I suppose I'll just release both version of the crown. As far as the physics: I use the skeleton from the Prewar Dress (which I think is the exact same one as the Feathered Dress but it's always been the one I've used) and I weight the bones evenly along the mesh, not where the bones are actually located. It's hard to explain so feel free to dissect my mod to take a look. I've used the same method with my other mods on the Nexus as well.
  2. You can find the models with the terms "gown" and "crown" in the console, and the hair is called "Duchess".
  3. Okay now I'm even more confused. Isolating the material files doesn't change anything on my end...
  4. At first it was weighted to the Head_skin bone but quickly tried a version where its on the HEAD bone and it's still happening. If you'd like to take a look here are the medium and high quality meshes: https://drive.google.com/file/d/1f4CDMDna_1tps25pYGqMl3U77QWLuGUt/view?usp=sharing
  5. Normally I use MAX 2016 with the community plugin but for this specific mesh I've been exporting an .obj from Blender and importing that into Outfit Studio and painting the weights there. It's only weighted to one bone and inspection of the bone data in the .nif file reflects this, so that doesn't appear to be the issue.
  6. https://imgur.com/a/f0r2DmT Basically I'm working on porting an outfit that has one element requiring full precision meshes. Up until now I've been successful with my other mods using Blender as my main workspace while exporting using 3DS Max. However with this project it produces a medium precision mesh that I'm not happy with. I've had some luck producing a high precision .nif file using Outfit Studio, but the file seems to "explode" in game. Another post I've found suggests an issue with Looks Menu and a .tri file produced by Outfit Studio. My file doesn't have a .tri file and I've also tried disabling Looks Menu and the issue still persists.
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