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About bombchu
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Website URL
http://WWW.YouTube.com/AeternumVa1e
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Country
United States
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Currently Playing
Antichamber
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Favourite Game
Journey
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I'm commenting and these are my words.
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Clicking the lightning bolt to solve mod conflicts does nothing
bombchu replied to bombchu's topic in Vortex Support
You're spot on! I was able to resolve all of my conflicts (aside from the ones involving FNIS) if I didn't click on any of the FNIS conflicts. Also, I realized while doing it that the issue arose after installing M'rissi (https://www.nexusmods.com/skyrimspecialedition/mods/9666), which included a FNIS patch, which of course created a FNIS conflict. I don't know how relevant that is, but I figured it was worth mentioning. -
Clicking the lightning bolt to solve mod conflicts does nothing
bombchu replied to bombchu's topic in Vortex Support
The former, and no it doesn't. The bolt has no function for me. Clicking it does nothing, and it does not turn green even if I right click the mod and select "manage file conflicts". -
In response to post #64344181. #64348971, #64351301 are all replies on the same post. The only thing that's really changed for you is the download integration. You can still manually drag files into NMM and use it like you always have. It's a little less convenient, but the fact is that you haven't really lost anything.
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As an ex Mod Organizer user, I'm loving it. I installed it and started using it without bothering with instructions or tutorials. It's very intuitive for those who already have an understanding of how MO works. As for those who prefer the simplicity of NMM... I feel bad for how drastically things are changing for them :/
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**RE-POSTED IN MORE APPROPRIATE CATEGORY. FEEL FREE TO DELETE THIS**
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SSE Can't figure out why my mod is crashing the game :/
bombchu replied to bombchu's topic in Skyrim's Creation Kit and Modders
Nevermind. I loaded up the cell in the SSECK and saved the plugin and everything seems to be good now. Didn't cross my mind to do that before, but it makes sense. -
SSEEdit Screenshot at the bottom, if it helps :/ For some reason the game is crashing whenever I look up at the sky/trees near the Falkreath fast travel point. All I've done to the cell is place a dead NPC, a live horse, and various misc. items. I get that, since this was done for the original game with the original CK, that it could carry over some records that have since been changed. There was a weather conflict that I've already fixed, and even though I've read that it doesn't matter, I carried over the "Max Height Data" from Dragonborn. Still getting the crash, and only when my mod is active. And yes, I'm testing with no other mods active. If you want to look at it yourself, I've already uploaded it thinking everything was good to go after testing the main features. http://www.nexusmods.com/skyrimspecialedition/mods/283/? I really appreciate any help you can offer.
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Importing actor obj's into Nifskope
bombchu replied to bombchu's topic in Fallout 4's Creation Kit and Modders
Since posting this we have figured out that Outfit Studio is assigning the Female Body Skeleton to the dog mesh. How would we get OFS to attach the proper skeleton to the mesh for the weight painting?- 3 replies
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- importing
- actor mesh
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(and 2 more)
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Hello :) I posted a while back about importing meshes from Blender, and thanks to you guys I was able to understand the process well enough to do it comfortably. Now I have a friend that's trying to do the same thing, only he's made his own Dogmeat mesh by exporting the raider dog to .obj and editing it in blender. It's worth noting real quick that he's already posted about this and gotten no replies, so I told him I would post here about it. Anyway, I showed him the process of pasting the trishape into the raider dog mesh and rerouting the info and all that, and the mesh successfully imported into the CK and appeared in game, with a couple of problems. Or probably one problem with two symptoms. The first is that the mesh does not reflect the scale/orientation changes made in Nifskope to match the original. The second is that only the eyes and head/body caps seem to be animating. I honestly have no idea what it takes to give a mesh bending joints and whatever else it needs for the game to properly animate it, but I guess I assumed the mesh would retain that info the same as it retained the uv mapping. So I guess I'm asking what this mesh needs in order to animate properly. I'll go ahead and attach it here so you guys can look and see if there are any obvious mistakes made when pasting the trishape into the raider dog mesh. Thanks a lot for your help :)
- 3 replies
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- importing
- actor mesh
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(and 2 more)
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