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VoorheesAJollyGoodFellow

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  1. Hi, I had this problem with too many skin partitions on a Hi Poly Male Body that I was working on. I managed to fix that by increasing the amount of available bones on the mesh during export. It was 18 and I changed it to 60, Skyrim's limit. I now have 3 skin partitions like bodies are supposed to, but I can't convert it back to a Skyrim compatible mesh. I have tried everything the tutorials across the web say but it hasn't worked so far. I uploaded my progress on the mod page. I'll post it here: Hi Poly Male Body There is a file with my progress following the tutorials so far, the 1.2beta experimental file, and another one straight from blender with no further modifications. I would greatly appreciate any help and if you manage to fix this I'll link to your page in the mod and credit you for the help.
  2. I found a mod called Bodysuits for CBBE TBBP Unified UNP and Bodyslide by Dalsio and found that his mesh for the male bodysuits was a hi poly naked male mesh essentially. So I adapted it to be a hi poly male body. However, there is a problem with the bone weights. It is present in the original bodysuits mod and carried over into my mod. All I did was change the texture paths and nothing else. Parts of the body are distorted, such as the arms and forearms. There may be more places but I haven't seen them yet. A user on Reddit has discovered what the problem is. I will quote him here: Second smaller problem: There are some gaps around the neck, wrist, and ankle seams. I know blender can be used to close the gaps but I haven't figured out how to do that yet. Here are some links: Bodysuits mod Dalsio's profile page Hi Poly Male Body old skyrim Hi Poly Male Body Special Edition Any help with this would be greatly appreciated. EDIT: I discovered the issue with the additional skin partition. It is all jacked up and covers a portion of the arms and the torso skin partition is shortened by that vertex area. Here is a link to an imgur gallery: https://imgur.com/gallery/oo3rQ
  3. If I could edit the title I would. I fixed the black body bug. I now have a different problem: My hi poly male body mod has this weird arm issue with old skyrim but not the special edition. The right arm has this weird shape on the triceps area but not the left arm. here's a screenshot: Any help in fixing this would be appreciated. It does not appear in the Special Edition after using the SSE nif optimizer.
  4. Just a guess, but I think you could use the Ritual stone ability and apply it to a spell. That and/or tweak the values on existing raise dead spells to have a very large range and duration. If you want to try what exists already in game, the Ritual stone lets you raise dead once per day. It has a very large radius and will raise pretty much anything around you. If you use the Aetherial crown, which lets you use 2 standing stone abilities, then you could apply the Ritual stone to the crown, use it, raise a bunch of dead, unequip then re-equip the crown, and use the ritual again, and you'll get a huge army of dead. Not permanent but you can keep doing it over and over again. ESO on youtube has a video about this.
  5. I was thinking would it be possible to have a character similar to "The Mysterious Stranger" from Fallout in Skyrim? I call it "The Mysterious Ranger," he'd have a bow or crossbow, a hood and cloak, and kill anything in one hit like the mysterious stranger. Just like the Stranger, the Ranger would appear randomly to kill one enemy for the player and disappear immediately after. Maybe it's not possible but I really hope it is. Could even add a perk to make him show up more often.
  6. For the longest time I can't figure this out. I use CBBE and I see a super teeny teeny tiny 1-pixel wide gap where the body mesh connects to the head mesh on the neck. The CBBE authors say that they mathematically fit in Blender I believe but I want to double check this myself. I also want this tip for general blender and nifskope use in the future. My quesiton is: How do I make sure that one mesh "snaps" to or "aligns" to the vertices of another mesh(in this case, body matching to head) using whatever tools I need, which I believe is Blender. Furthermore, if this 1 pixel gap persists after I make the alignment myself, what measures can I take to fix it? An example of what I mean is this picture: http://i1166.photobucket.com/albums/q615/Selsiuss/2015-08-08_00009.jpg The gap changes as the body moves in animation, and it becomes more apparent the lower the resolution of the game is. If the mesh is truly mathematically aligned then I think the only other possiblility is it has something to do with the way pixels are rendered. Regardless, I still want to know how to align meshes together.
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