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megatrainer

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  1. Yes, of course. I made sure to do every mesh correctly. Seems like other people have also had this issue based on the comments on the mod's Oldrim page. I also ran Nifscan on all the meshes and textures and didn't get any issues. I'd like to note that if I go free cam (tfc) I can go and look at her without issue, it's only when I, as the player character, walk up to her that the game freezes. It happens the moment I enter the radius where NPCs will usually react to your presence and turn to face you
  2. Trying to convert a follower mod, but the game freezes when I get close enough to her for her to react to my presence (normal NPCs would turn to face me or say "Yes" or something). I've doubled check all her meshes and textures. Is there anything that comes to mind with this sort of issue? It's gotta be something with the esp but I converted it to form 44 without issue. Can anyone help me figure this out? Really want the follower in my game. I haven't had this issue before and apparently, game freezing issues aren't common like CTDs are.
  3. Hello all, I'm trying to create a custom standalone follower from this race mod: https://www.nexusmods.com/skyrim/mods/29754 But the mod doesn't actually contain any meshes or textures except for a skeleton mesh and the face tints for the custom followers the mod adds alongside the race. I tried looking around in the CK and found that the followers added by the mod reference some body meshes that don't exist in the files I got from the Nexus. Despite this, everything looks fine in game. When I go in game in seems that if I select the race, it uses the vanilla body but warps it the shape that the race needs it to be but, how does that work? Does the skeleton determine the shape the body mesh will take? In the skeleton, the arms are extended so does that mean the body mesh will stretch out accordingly? I don't really understand how the skeleton works aside from being used for physics so any help is appreciated!!
  4. No it's no problem! I did edit the hairline because I didn't really like the bandana but I can just deal with it if that was the problem. What exactly did you do this time, though? You just went into CK and changed the hairline being used to the original one and re-exported? I didn't use the tri files originally, so I wonder if I was supposed to?
  5. The differences in the face wasn't really the problem. Since it's a beast race it's negligible. Sorry if I didn't make it clear. The issue's I was having was that the hair and hairline weren't showing up correctly, meaning it was using the default head instead of the Racemenu head I generated and merged with the CK generated head. If you look closely, you'll see a gap in the hair and head. I also realized I sent you the wrong Racemenu head. Sorry. Forgot that I put my updated one in a different folder. This is the racemenu one where I added and edited the hair and hairline since it didn't let me add it to the head in Racemenu. I put the new one into the google drive. https://drive.google.com/open?id=1xNrq9qJFvmue-GGjOvFmoakVdrN3K7HW
  6. Not customizing a vanilla character. It's a custom race standalone follower. Here is a link to all the files and the RaceMenu head I'm trying to merge with: https://drive.google.com/open?id=1x2ta-CU7Zds0roBsNSyKDuj3T7yHm4Br According to the tutorials, I pointed the follower's head object to the default head as instructed but it's supposed to use the generated head. I made one follower a long time ago but I don't remember what I did differently to get it to work right. When going into the game, the followers head proportions match the default head which is not the same as my racemenu head and there is a bad gap between the hair and the head, which I manually fixed in the generated head. The feather thing attached to the hair, which is separate and the hairline of the head, also does not show. Eyes are the only thing that appears correctly. In the ESP, everything related to my follower starts with an underscore.
  7. Ah, yeah, sorry. So: I'm using LE. I made the head by first creating it in RaceMenu and then exporting it. Then creating the follower in CK and exporting it's head which was properly using the my custom default head, eyes, and hair. Afterward I merged it using Nifmerge, named the file the name generated by CK and put it into the correct folder. This is the 3rd follower I've tried making and it's resulted the same way. I've looked up various tutorials and they all follow the same steps.
  8. Hello all! I'm having an issue where Skyrim refuses to use my merged head for my follower. Instead it's using the default head and the hair mesh. I have no idea what I'm doing wrong and I've tried remaking this 3 times already and I'm ripping my hair out trying to find something similar online, with no luck. If you know what's going wrong please help me!
  9. Hello all! I'm having an issue with using Nifmerge to merge my Racemenu generated head with the CK one. It says it can't because the hair of the target is missing bones that are in the source. I used the same hair mesh in both so I don't understand why they went missing when CK exported the head. Does the CK exported head combine all the bones with the same name? I don't know if I can just remove the bones without breaking everything in game and removing them moves the hair mesh around. I'm still pretty new to modding and am just learning more about mesh manipulation. This is for Skyrim LE by the way. If you need to see the meshes in question, please let me know. This is my first question on the forums.
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