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MadModderJess

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    OpalescentNano#9828
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    Stardew Valley

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  1. I am losing my MIND trying to create a new static mopp collision object for an existing clutter mesh (uppersilvercarafe01.nif). I'd like it to be a shrink-wrapped collision that maps to both the inside and outside of the carafe, so that objects can be placed inside the static vessel (if they're small enough to fit through the neck). The original collision for the silver carafe closes over the opening at the top and doesn't map to the inside, so I can't just convert it to static to get what I need. I have been beating my head against Blender 3.3.0 + NifTools for days, unable with any tutorials or web searches to figure out why I'm not able to export a collision object; all exported objects end up as NiTriShapes even with RigidBody enabled in Blender, and I can't get it to do the shrink-wrapping properly in the first place. So many tutorials are vague and/or generally confusing, and what with various versions of Skyrim and Fallout clogging my search results, I can't seem to find a lot on collision generation for Oblivion meshes anymore. Can anyone describe for me exactly how to generate the static mopp collision I'm trying to get using the original uppersilvercarafe01.nif file imported into Blender? Do I need to go back to a previous version of Blender to make this easier? EDIT: I FINALLY figured out that it was because I was using the Viewport setting for wiremesh instead of bounds. Still not sure why that should have been an issue, but I'm good now.
  2. @mixxa77 - That's a good point! Hopefully that means I can release what's essentially an add-on for the mod without it being an issue. @KatsAwful - I used one (1) mesh file, which I edited. Basically, I'm kind of rubbish at Nifskope, and wasn't sure how to create a mesh animation on my own; I tinkered with the vanilla pitcher plant mesh in 3DS Max, then imported the 3D data into one of the Harvest Flora meshes. It also uses one of Harvest Flora's scripts, so I'd be posting that mod as a requirement. In any case, I'm probably going to go for it and post the mod. It's tiny anyway, and I can always pull it if somehow it becomes an issue. Thanks for the help!
  3. I've tooled around with one of the meshes for Harvest Flora (https://www.nexusmods.com/oblivion/mods/2037) and managed to figure out how to make other flora meshes that do the same thing (created an ingredient for the pitcher plant flora, now when harvested it has part of the mesh disappear like Harvest Flora typically does) by copying the base mesh and replacing the 3D data. I'd kind of like to put that mod up on Nexus, but the permissions say the assets for Harvest Flora can't be used without permission, and I can't for the life of me figure out where to find the mod authors, if they're even still active. Can anyone assist?
  4. There's a mod that adds just the calling card, but no changes to gameplay: http://www.nexusmods.com/skyrim/mods/12337/? But I like the idea of giving it effects. Hopefully someone who's less cack-handed with scripts than I am will take it up.
  5. I thought I replied to this forever ago -- mea culpa. I figured out the issue; I had to completely uninstall and reinstall Ethereal Elven Overhaul to get rid of the changes. They're gone now. I'm not sure why the changed files were hiding in there, though I imagine it has something to do with Jenassa being an elf.
  6. I hadn't heard of that mod before, but downloaded it just now to see if it would affect the issue. It does not appear to have fixed it. Before your reply, I had already begun trying other things; I found a mod that does have ddunequiphandlerscript (Equipping Overhaul, I think) and put that script in the folder. The result was the same, except it listed a different script as "missing file?". It was a DLC script from Dawnguard, so I went ahead and extracted all the scripts from all 3 DLCs and put them in the folder. Then it listed a SkyUI script (SKEConfig), so I extracted and added all of SkyUI's scripts. So far, no traction; it complains about a different missing script file each time. The one it's stuck on appears to be the DLC one it threw at me second: A bit more research says this script doesn't even exist (although a reference to it apparently does) so I can't actually add it to the Scripts folder to fix the issue. ETA: I've been running CK through Mod Organizer; gonna see if the problem still happens if I run it separately. FURTHER ETA: Haha, yes! Apparently for some reason it's because I'm running it through MO. Can't really say I understand why that's an issue, but it's working again now.
  7. >>SOLVED<< I've created scripts with the CK before, and usually haven't had trouble, but lately I can't get it to work; as soon as I click 'Add', this box appears: When I choose <New Script>, and give the script a name, it tries to compile automatically and gives me this message: I've tried: verifying the files for CKverifying the files for Skyrimextracting the Skyrim Scripts.rar to the Data folder And that's all the things I've found online as fixes for this issue. I'm still having it, and it's driving me nuts, since I need to be able to make scripts for my mod. Does anyone have any insight? It DOES seem like this ddunequiphandlerscript should be in the Scripts.rar, but isn't there after extraction; is this missing file the issue? Where can I get this file if it's what I need?
  8. It would be excellent to have more available hairstyles for Redguards, especially for women, including afro-style hairs and female versions of the male Redguard hair (I know there are mods that let you use all the hairstyles, but male hairs don't map properly and end up having weird bald spots at the temples, usually). All the hair mods I can find assume the character has silky-smooth straight hair or else hair that's artificially curled, with maybe like 2 hairstyles you could justify for someone with coarser/differently-textured hair. :/
  9. I was tinkering with doing some changes to Jenassa's warpaint, but I decided I didn't like what I'd done and to leave her as I'd found her, so I deleted both the mod .esp and the exported facegen data. Except the changes are still there, no matter which savegame I load (including ones from before I made the change), and even an entirely new playthrough still has them. I can't figure out how to get rid of the changes and it's driving me nuts. Can anyone help me track down where I'm missing something? I can't find where the game is even storing the changes. I use Mod Organizer so the files shouldn't be hiding anywhere after I deleted them.
  10. I think I fixed the handle! See if it's behaving now. Also, I tried to put the DwemerBase.nif into Blender to maybe actually cut the top part of the mace off, except that something weird is going on, where if I delete the BSLightingShaderProperty blocks -- which I have to, or else Blender won't import it; I have to re-add them after export -- it makes the mesh disappear and become unusable in both Nifskope and Blender. I don't know why that's happening, so for now I can't edit the mesh. Normally I should be able to delete everything except the BSFadeNode, the NiTriShapes, and the NiTriShapeData and have the mesh still viable for Blender.
  11. I'm really not sure what's wrong with it; I've started a new thread for it in the troubleshooting forum. I apologize; this is generally what happens when I attempt to hack Blender or Nifskope things on my own. I'll let you know if anything develops; in the meantime, I'll try to work with the collisions you originally sent me. That second handle looks really awesome actually, and overall these stamps/seals are looking super cool.
  12. So I tried using Blender to separate a small part of the enormous cooking spit mesh - specifically, just the turn-handle - for use in a much smaller composite mesh. While the shape looks good, the mesh is behaving weirdly in Nifskope and I'm not sure why. It probably has to do with the fact that I'm very inexperienced at both Blender and Nifskope. Can anyone help me?
  13. Awesome, I've sent it off! Could you do letters (of the alphabet)? Would that be too much work? I'm absolutely 100% hopeless at normal maps so I'm not sure exactly what I might be asking in this suggestion in terms of how much time it would take you. This was the closest thing I found on a quick search to an ornate version of the handwriting font used on Skyrim notes and letters. (Yeah Blender is a nightmare; its UI is so non-intuitive I want to hurl my laptop whenever I have to use it.)
  14. I understand, that's why I was trying to use Blender myself. I think I've successfully split off the piece I was talking about, although it's open at both ends and would need a cap of some sort. Can I send you the file I've exported, to see if you can use it? I basically went into Blender, deleted the rest of the mesh, made sure there was a texture on it to preserve the UV map, and then exported. I slapped a collision on it using NifSkope, as after import into/export from Blender it had no collision, but I haven't tested it in-game to determine whether it works. I'm honestly still rubbish at this and had to reference five separate Blender tutorials but it might be viable? Also, I rather like the normal-map technique you're using. Any chance you'd take a suggestion for one of the symbols, in addition to the actual Imperial/Dragonborn symbol?
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