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Posts posted by FavoredSoul
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Well, check that there are no meshes folders inside the meshes folder, and data folders inside the data folder.
The next thing to do will be to find out which mod has those two guns in it. Finding the original download archive and looking through it for the gun meshes, and then making sure they are in the same place in your FNV data.
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The exclamation mark means the mesh(es) for the weapons are missing.
Either,
(a) You did not install the mod correctly. For example, not putting the meshes folder in the right place.
(b) The modder made a mistake when assigning which meshes the weapon uses.
Common installation mistakes:
Extracting the Meshes folder INSIDE the Meshes directory
Extracting the Data folder INSIDE the Data folder
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Yes this is all fine and dandy, just FYI Sesamin has already been taking advantage of this for some time now with his combination vanilla outfit mod. I suggest since that's a total female armor overhaul to probably mainstream any new pieces toward that mod's slot usages.
Look at the date on the OP.
The information found here allowed most people to start using the new bodyslots in the first place.
There is no "official" list of what custom gear should be using which of the new bodyslos. To make a suggestion that some random mod should be it... probably not going to happen.
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double post
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Manually editing Skin is very tedious work and requires experience.
I definitely recommend altering your mesh so the vertical proportions match the vanilla models. That would be much, much easier to accomplish.
Happy modding!
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1. Select New Mesh
2. Modifiers => Skin Wrap
3. Add => Select Old Mesh
4. Set Deformation Engine => Face Deformation
5. Toggle Weight All Vertices
6. Apply Modifier => Convert to Skin
7. Right Click Skin Wrap Modifier => Delete
8. Modifiers => BSDismemberSkin Modifier
9. Create Skin Partitions
10. Export using appropriate settings
=> Repeat for Foot and Hands, using vanilla foot and hand meshes for the Skin Wrap Modifiers. If feet and hands are still attached to your new body mesh, good luck.
=> 0 and 1 body versions MUST have identical Skin or the mesh will not work. This is most easily achieved by Copying the Skin branch of the mesh you've just skin wrapped and pasting it to the modifiers list of the alternate body version. Success is not guaranteed.
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I ... must ... have ... this ...
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TK's link to a thread by AmethystDeceiver says slots 50 and 51 should be left out; so that makes 15 slots, and not the available 17.
@andysaurus
Meshes MUST be rigged properly if you want to find success adding new custom meshes to new body parts. Skin data can be difficult to create properly in Blender without proper *.NIF support.
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Hi there : )
I have figured out how to get meshes assigned to new body parts.
I wrote a tutorial for it which you can view HERE
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TUTORIAL: How to Map Meshes to NEW, Non-Replacing Body Parts
Hello Modders!
As most of us should know there is a list of Body Parts to which we can assign armor, jewellery and other miscellaneous clothing items. You can always view this list whenever you're editing a piece of armor or clothing in the Creation Kit.
There is a problem though. Most people trying to get meshes assigned to one of the 17 new and unnamed body slots have been quick to discover that the meshes won't appear in game.
Well, let that frustration end cause i'm here to let you know that they DO work, and here's how:
Step One: Creation Kit- Load your *.esp file in the Creation Kit
- Open up windows for the Armor and ArmorAddOn Properties of your new item
Below is an example of the Armor and ArmorAddOn properties of a pair of Angel Wings which I want to be able to wear as a completely new body object.
http://www.favoredsoul.com/images/TESV-2012-02-21-16-40-06.jpg
As you can see in both windows there is a Biped Object list which you can make selections from. I want the wings to take up a new slot so I have clearly marked one of the unused slots: 44 - Unnamed. Whatever you select, the selection you make should be identical in both windows.
Don't save and close the CK just yet! Next comes the part people don't seem to know about.
Step Two: Nifskope
- Load up your custom armor mesh in Nifskope (don't forget to repeat the process for 0 and 1 versions)
- Expand the NitriShapeData branch belonging to your armor mesh to reveal the BSDismemberSkinInstance block
- In the Block Details window, scroll down to the bottom of the list to the row called Partitions
- Expand Partitions until you can see a row for Body Part (depending on your mesh there can and will be multiple body parts. You will need to open them so you can check the values and/or make changes)
This is what it should look like:
http://www.favoredsoul.com/images/TESV-2012-02-21-17-11-26.jpg
As you can see in my example for Angel Wings, I have set the Value field for Body Part to 44.
44 is the SAME NUMBER as the slot for Biped Object I selected in my Armor and ArmorAddOn properties!
These numbers MUST MATCH otherwise your meshes will be invisible when equipped in game.
NEXUS WIKI Bodyparts List Suggested Usage:
44 - face/mouth
45 - neck (like a cape, scarf, or shawl, neck-tie etc)
46 - chest primary or outergarment
47 - back (like a backpack/wings etc)
48 - misc/FX (use for anything that doesnt fit in the list)
49 - pelvis primary or outergarment
52 - pelvis secondary or undergarment
53 - leg primary or outergarment or right leg
54 - leg secondary or undergarment or leftt leg
55 - face alternate or jewelry
56 - chest secondary or undergarment
57 - shoulder
58 - arm secondary or undergarment or left arm
59 - arm primary or outergarment or right arm
60 - misc/FX (use for anything that doesnt fit in the list)
FAQ: How do I get these Body Slots to show up in First Person Display?
By default only meshes using the Body, Hands, Forearms, Ring and Shield slots will be visible in First Person Display.
Additional Body slots can be activated for first person display by editing racial properties and selecting the desired body slot(s) in the column list for First Person. This must be done for EVERY race you want to activate the body slot for.
http://www.favoredsoul.com/images/TESV-2012-24-09-22-14-56.jpg
End of Tutorial.
Thanks for reading. Now go make some mods!-
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Something i'm working on and soon to be finished : )
http://www.favoredsoul.com/images/TESV-2012-02-20-12-47-41.jpg
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Lay down some groundwork in the meantime :)
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Malukah is awesome and this would be a great mod if you manage to make it happen : )
Malukah should look like her too, and have a unique set of clothes : P
PS: Don't forget, in addition to those one liners you listed above, she'll need something to say in the event someone tries to rob her.
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1. Every armor and weapon tutorial out there provides at least SOME information on how to import and export *.NIF files into 3dsmax (or Blender depending on the tut). I can't figure out how or why you decided to dismiss these tutorials for this information, as you would have found the same information I summarized below:
In order to import NIF files into 3dsmax, you will need:
- 3dsMax2010, 2011 or 2012
- Niftools which you can download HERE
- And the VERY latest version of Nifskope which I strongly encourage you to download from HERE
After these files are installed you will be able to import Skyrim meshes into 3dsMax using the Import option.
"Skyrim - Meshes.bsa" contains all of the 3d models used in the game, including male and female character bodies. What you want to do is open the BSA file with one of the Nexus BSA archives or Mod Managers and extract all of its contents to somewhere on your HD. Once extracted, you will notice all of the meshes are found in a folder called Meshes. To import the male or female body into 3dsmax, you can find them in the following subfolder:
- Meshes \ Actors \ Character \ Character Assets \ ...
In 3dsMax, after you have selected a mesh to import, you will be prompted to define import options. Copy what you see in the image below except the address with the red dot next to it:
http://www.favoredsoul.com/images/TESV-2012-02-01-21-57-26.jpg
Rigged meshes require use of the Skeleton. You must specify the location of the Skeleton if you want to import meshes with rigging (typically armors). The skeleton is called "Skeleton.nif" and is also located in the subfolder listed before.
Be aware that these settings NEVER change. Once you specify them 3dsmax will remember your choices for the next import session.
Once you have the body imported into your scene you will have to manually resize your meshes to something appropriate.
2. If you remember correctly, I said that I have yet to see ANY mods on the nexus that feature new world objects; this means that probably no one has made any yet! so don't expect ANYONE to come along and answer your query anytime soon. You will have to figure this out yourself, or wait until someone else does. The reason is the Creation Kit is needed. Since the Creation Kit is only a few days old, obviously nobody has made any yet. Its too early to be able to find this information.
3. You don't have to wait until you have a collision mesh to be able to export your meshes out of 3dsMax (well, you can at least practice the process) .All you need to do is hit Export, select the *.nif file format, and make sure your export settings look like this:
http://www.favoredsoul.com/images/TESV-2012-02-01-22-07-31.jpg
In order to specify textures, im going to direct you to one of the armor tutorials you dimissed as being irrelevant:
Head to 8:00 minutes. He's using two helmets, you'll be using YOUR exported mesh, and why don't you just use the iron helmet as well to copy data from.
If you don't understand what he's doing in this tutorial NOBODY is going to help explain this to you in clearer words: this is as easy as it gets.
Whether your making a new dungeon tileset or a pasta strainer as armor for your characters chest, the steps to texture a nif mesh file are EXACTLY the same.
4. Have you never downloaded a mod from the nexus before? You've installed them haven't you? You've never bothered to look in your Skyrim data directory at least once? If you did, you would see a Meshes and a Textures folder, and inside this meshes and textures folder you would find lots of mesh and texture files in various different subfolders. All the mesh and texture files you create will be kept in these folders as well. Make a new folder with YOUR name on it, and keep your files in there. Link to these files when texturing your meshes in nifskope. I don't think ANYBODY uses a BSA file to store their modded files. They may have done this in Oblivion and the Fallout games, but this is Skyrim, not Oblivion or Fallout.
- 3dsMax2010, 2011 or 2012
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1. You already answered your first question in the first two lines, so why haven't you done it? There's no automated feature to scale your meshes to the right size.
2. There was a particular way to accomplish this back when modding Oblivion and Fallout. If these methods have changed someone will need to write a new tutorial. I don't think there is a single mod out yet that features new world object meshes, so you'll have to wait until someone with experience has done it and hope they share their knowledge.
3. There are countless tutorials between Skyrim Nexus and these forums that explain the process of importing/exporting meshes from Max/Blender to Nifskope and the game. Run a forum Search or visit the Modders Resources and Tutorials category on Skyrim Nexus. Same answer for the second part of this question.
4. In the meshes and textures folders, where else? :P
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None of you seem to know what Divine and Almsivi Intervention actually is, otherwise you'd know in a heartbeat where it would/should teleport you to.
When an Intervention spell is cast you're asking for a particular divine power to come and save you (hence use of the word Intervention, and use/reference to the spell in game by people who need rescuing). Once the intervention happens, you get dumped at a temple because that's an area of concentration for that deities power.
Almsivi Intervention takes you to Dunmer Temples because you're invoking for intervention in the name of the Tribunal. We know it specifically relates to the Tribunal because Alm-si-vi is a contraction of the names of the Tribunal gods of Morrowind: Almalexia, Sotha Sil, and Vivec. Since there are no Dunmer Temples to the Tribunal in Skyrim, Almsivi Intervention should be scrapped entirely. To do otherwise would be foolish.
Divine Intervention takes you the nearest Shrine/Chapel/Temple of the Divines because you're invoking for intervention in the name of the Divines. Why does anyone think its called Divine Intervention? In Morrowind, the nearest Shrine of the Divines just happened to be located at each Imperial Fort (hence the widespread, false belief that Divine Intervention takes you to the nearest imperial fort). Its not called Imperial Intervention, you know.
PS: Teleport Spells +1
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The problem isn't a lack of mods that remove the mismatching, its the modders who are modding Face textures and have no idea about the seams they are creating that's the problem.
Head and body textures belong together. All those face beautification mods are doing all kinds of things to the skin, but what most (if not all) skin modders don't realise (or don't seem to care about), is that the head texture JOINS WITH the body texture. The head textures get altered, or the body textures get altered, but not as one unit like it should, ergo tragic results of seamliness and disparity.
Proper tools are needed to be able to edit head textures and body textures at the same time. If they aren't edited at the same time, this problem will never go away.
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Whilst in TFC mode YOU CAN get your character to perform actions. You just have to rebind the left and right mouse button actions to the keyboard. LMB and RMB are overtaken by camera controls for the duration of TFC, thus must be rebound. Its annoying, but the effort is worth it for taking screenshots of spellcasting and attacks.
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Don't skin from scratch. What a waste of time; you'll never get it to work.
Use the Skin Wrap modifier with Face Deformation and Weight All Vertices. Copy the skin from another mesh (which takes about 5 seconds), and you'll instantly have 1000x better skin on your armor than whatever 'attempts' you've made with that mesh up above.
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Its interesting the number of people who insist on knowing how to get armors into the game before they've even got anything to send across.
How about you make stuff first, then worry about how to put it into the game later. All you need is the Niftools plugin for Max so you can import vanilla products and start editing/making them. And as far as SkyEdit goes, no, it's not worth the time and effort learning how to use it when the creation kit is expected to come out before the end of the month.

Helmets, Hoods + Hair = Hair not removed
in Skyrim LE
Posted · Edited by FavoredSoul
You're not going far enough.
Not only do you have to uncheck the Hair checkbox in each Armor Item entry for the helms, but you also have to do it for each ArmorAddOn entry for the helms, and then you have to use nifskope to edit the actual mesh files for the helms and change each helmets BSDismemberSkinInstance Partition BSDIsmemberBodyPartType value from SBP_31_HAIR to SBP_32_BODY.
Even if you do this you won't be able to stop the clipping because what do you think happens in real life when we put on a hat or helmet?
Our hair gets squished against our head.
This doesn't happen in Skyrim. Hair always retains its volume because this kind of physics does not exist.
Fallout3/Vegas had a system where each head of hair had two meshes. One of those two meshes was the hairstyle with a helmet/hat on. This features, as far as I believe, does not exists in Skyrim. It is possible, however, to make such a system, but it would require some advanced scripting. Even if you got it working, you'd still have to go to the effort of shaping every hair mesh to include "helmet on" versions.