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person123456789

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  1. Hi, This would be my first attempt at asking a question on here in 3 years, I've done a fair bit of googling/searching but have come up with nothing, please be gentle :P Does anyone know how to scale one particular bone in the skeleton in one dimension? Specifically I want to make my female characters' calves longer, so that whatever mesh is skinned/weighted to that calf bone is stretched the same amount the bone is stretched (only one dimension though, longer, not wider). Is this possible at all? I have tried using nifskope and Ning's "9 head" skeleton, elongating his knee bone while keeping calf bone proprtionally the same, but the result is that the calf mesh is not stretched, but the mesh rigged to the foot bones are massively displaced: (What I did is in the first image and what happened in the second) http://i1378.photobucket.com/albums/ah84/person123452/boneedit_zps049ab183.jpghttp://i1378.photobucket.com/albums/ah84/person123452/result_zpsbacf5a20.jpg Hope someone can tell me that this is possible, and can point me in the right direction to do this Thanks,
  2. I know theres the conformulator for hair, but does it work for face parts as well? also what head .tri file should I be using then? What is a .tri in the first place, I know its used for slider morphs in chargen and character emotions or w/e but how does one actually open it up and edit it? Or maybe you don't and only use other meshes to generate them? Thanks in advance, if any1 has a link to a guide on this it would answer all my questions hopefully, but I haven't found one :P
  3. this happens with every horse, messing with the console isnt a permanent solution, also it does not let me fly off when my horse dies jumping off high hrothgar :/. This is probably something that only someone who had this problem before would know but doesnt seem any1 whos reading this have :/
  4. I can play but if the horse dies it gets annoying. also i cannot jump off high hrothgar and watch my char fly cuz of this bug my char is stuck 2 horse which is the main reason its annoying :/
  5. Hi all, I have a problem with my current skyrim where if i am riding a horse and the horse dies, my character refuses to do the next animation and is stuck on the horse's back in T-pose. The dead horse ragdolls as normal but I am stuck in that position forever (pressing clicking nothing works, have to reload game. pressing f resets camera for some reason, pressing e lets me loot dead horse). Deactivating all esp files doesnt seem to fix this, neither does removing all animation files in meshes\actors\character\animations :/ I havent played skyrim in 2 months but have been dling mods in that time so I rly have no idea what mods could be causing this. Any help would be good lol, (hoping for someone who ran into this before :/)
  6. gonna send u a pm soon Ghogiel with an example of what im talking about. used to have a lot more examples of this a couple of weeks ago but cant seem to find that atm, (kinda took a break from trying to port things because of this), but this one shows my problem just fine. tx again for looking at it.
  7. ill upload some examples of what im talking about in a bit, tx for looking at it
  8. i assure you i did not miss comparing the texture maps and the texture type :/
  9. hi all just have some questions about the BSLightingshaderProperty block when viewing models in nifskope... so ive come across something that I hope you guys can give me some insights on - 2 identical BSLightingshaderProperty blocks gives different results in game (identical by comparing line by line in nifskope, so i guess some lines are missing or smtn). what I mean by different results is things like glossiness, specularity, reflectiveness, etc basically lighting stuff. example: if you look at the BSLightingshaderProperty block from a metal item from vanilla game, then open up the nif of a cloth item, manually change every line in the BSLightingshaderProperty block to match the metal one, load it up in game and it still looks cloth. just wondering if any1 knows what im talking about/how to change those lighting properties.
  10. ya the bslightingshaderproperty block not the nishaderproperty idk where i got that from - 2 identical bslightingshaderproperty blocks look different new topic caz of the confusing name
  11. hi all just have some questions about the BSLightingshaderProperty block when viewing models in nifskope... so ive come across something that I hope you guys can give me some insights on - 2 identical BSLightingshaderProperty blocks gives different results in game (identical by comparing line by line in nifskope, so i guess some lines are missing or smtn). what I mean by different results is things like glossiness, specularity, reflectiveness, etc basically lighting stuff. example: if you look at the BSLightingshaderProperty block from a metal item from vanilla game, then open up the nif of a cloth item, manually change every line in the BSLightingshaderProperty block to match the metal one, load it up in game and it still looks cloth. just wondering if any1 knows what im talking about/how to change those lighting properties. edit: BSLightingshaderProperty not nishaderproperty block sry, don even kno what that is
  12. hi there, I just have a question about the way you port oblivion armors.

    im trying to port some oblivion stuff and i dont know anything about texturing, so when i port stuff i use the original skin textures from oblivon, and those are quite off. im wondering what you do to match the body to the armors. change the oblivion armor shape? skyrim body shape? or re-uvw map the oblivion body? tx

  13. visibility of helmets/heads/hair arent controlled in the nif, even if you set up the body partition number you still need to change the entry for your item for it to display the way you want in game. You can change them in the BODT section of the entry in the ARMO and ARMA groups in TESSnip though. ( just check the entry of the item that you want it to look like to see what it should be, ie if you want you head hidden but full head helmet displayed check the BODT of ARMO(ArmorDragonPriestMaskWoodHelmet) and ARMA(DragonPriestMaskWoodAA) and copy paste the hex data into the entry you want to change)
  14. hi all as the description says i have a question about what i think is caused by normals/stencilproperty node in nifscope. so ive ported a couple of armors from oblivion and it seems they all have a common "clipping"(probably not even called clipping) problem where some objects are seen through others. (fingers almost always are) most common case is the fingers being seen through absolutely everything, another is where if part of your character is under water, if you are viewing down from above the water some objects disappear under the water. some examples: http://img819.imageshack.us/img819/9335/26966002.jpg http://img585.imageshack.us/img585/2246/10106386.jpg http://img52.imageshack.us/img52/6797/67017725.jpg http://img846.imageshack.us/img846/8673/28115248.jpg http://img811.imageshack.us/img811/6204/99052822.jpg I dont know much on the topic but i think this is caused by the stencilproperty not exported properly from the current 3dsmax nif exporter, can any1 verify this? is there someway to fix this? also someone told me once that the nishaderproperty node in the new nif format should contain all this info (stencilproperty), but if that is the case why does this still happen? tx for reading/help
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