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Posts posted by bombchu
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@bombchu
Hi there,
I was able to replicate your issue.
Do you perchance have a file conflict between "FNIS Data" and "Fores New idles in Skyrim SE - FNIS SE - FNIS Behavior SE 7_4_5"?
If you have those but also other mods with conflicts (other mods with lightning bolts): Could you please restart Vortex and then click on one of the lightning bolts for other mods than the FNIS mods and see if it works for those? To be clear: it is relevant that you do not click on the lightning bolts for the FNIS mods after restarting, click a different lightning bolt for a different mod and see if it works, please.
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.
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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".
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As the title states, clicking the icon to solve conflicts does nothing. I can still right click and choose each file override individually, but it doesn't get rid of the conflict notification and I'm not sure if it's actually doing anything at all.
Thanks in advance for any suggestions.
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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.VonFelden wrote: Screw this , Vortex thing sucks , interface is unclear, automation sucks compared to NMM, and its goodbye from many of Us to Nexus Mods in Vortex style. I can't understand why You push users that remember first years of Nexus into something so clearly bad designed like Vortex. NMM had many flaws but in it's simplicity is far better than this [looking like some cheap advertise scam] Vortex "program" . I can't understand how Can You tell "we just stopped NMM suport 2 years ago" to all your free and premium, but loyal users. It's much better politics to improve what You already build , that burn bridges.Time to pack a gear and take a look to the other sites. Do You know how many hours people around sacrifice to build mod lists and working configs, destroying it so easily will bring doom to the nexus. I wish us all some other mod services and sites that will stay true to idea o freedom and passion for modding, not to mention hard censorship for last few years over the nexus mods. ByeKeltecRFB wrote: Bethesda is going to ruin it before Nexus ... LOLDark0ne wrote: I'm trying to find in your post anything constructive or useful to take from it, but you've offered nothing other than a seemingly aimless rant. If you want to provide a list of things you don't like, that would at least be a start towards something that would be helpful to us.
You could start by explaining how us releasing Vortex somehow affects your "freedom and passion for modding". -
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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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.
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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.
http://s11.postimg.org/9031clbb5/SSEEdit.jpg
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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?
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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 :)
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Holy bajeezus. I can't believe I missed that. When I exported the .nif with outfit studio it had a bunch of body part ninodes attached to it, so that was just a leftover reference from that.
Thanks so much. As many times as I overlooked that, I'm not sure I would have ever noticed it.
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I'll have a look at it, thanks! :)
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Alright, thanks for trying. Guess I have some research to do.
Thanks to everyone who offered help! ^_^
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I really appreciate that, and I'll go ahead and take you up on that this time. But i'm gonna have to get this down eventually, or I'm gonna have a short modding career :/
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Ok, i'm not seeing an option to attach it to this reply, so i'll just attach it to my original post. Thanks a lot : )
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Nope, I wasn't aware of the "Skinned" thing, but I just tried it and it didn't fix the issue. Good to know for the future though. And yea, I'm sure the issue stems from something done incorrectly during the Blender stage. I'll do some research on that and see if I can get it working. Thanks a lot for your help :)
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Tried some things:
1. After deleting the BsLightingShaderProperties I could add it im CK without crash.
2. Using a working BsLightingShaderProperties caused the crash again.
Try exporting to fbx in Blender and make sure the settings of your nif exporter are correct.
Strange, I still could not import it even after deleting the BsLightingShaderProperties. I also tried exporting as .fbx in Blender, with identical results. Do you happen to know the proper export settings for Blender 2.76?
Try changing "shader type" for BSLightningShaderProperty to Default
http://i.imgur.com/hX95QFV.png
Also you should point it to existing material.
Changing the shader type also didn't work. Also, the material exists on my system, thanks for the suggestion though.
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Did you make the material with the CK or with other tools? Try making it with the CK.
Here's something you can do to troubleshoot and narrow down your issues:
- Copy and paste the BSTriShape into another .nif which you know works.
- Use the BSShaderLightingProperty of the other .nif, which you know works.
If it crashes, then something is screwy with the mesh, somehow. (Remember to update the children array and rearrange your mesh to be in the first position after pasting.)
- If not, override the material path in the BSShaderLightingProperty with your material.
- If it crashes, the material isn't a valid one or the path is incorrect.
There's nothing obvious that's jumping out about this one. Where'd the collision object come from? Are you using beth's exporter or copying/pasting from another mesh?
I used a material editor that I got on Nexus to edit an existing material. That seems unlikely to be the cause because I just uploaded a mod in which the same editor was used without issue. I'll try it though.
And yea, everything in the .nif including the collision is from "MilkBottle_Prewar.nif" except for the BSTrishape and the material. Could it be related to the to the .obj export settings that I used (left as default) in Blender?
Thanks
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Could be that the root NiNode and the BSTriShape share the same string name, even though they're different strings in the header information. Try modifying one or the other to make them both unique.
Mine crashes always if I don't change the names, so that is a venue.
Yea, I changed them and I'm still crashing. Thanks though :)
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Nope, still crashes :/ Thanks for looking at it.
Is there something on the Creation Kit side of things that cause it to crash? Like some texture/material pathing issue or something?
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Hello :smile:
I'll start by saying that I'm very new to modeling in general, and especially to Nifskope. I used the tutorial linked at the bottom to get the .nif, but the Creation Kit crashes whenever I try to import it. The tutorial basically tells me to open an existing FO4 .nif and replace the existing mesh with mine, attaching and re-routing references as necessary. I think I'm beginning to understand a lot of the information attached to the mesh in Nifskope and I believe everything I currently understand is correct. I'd like to see if a more experienced modder could have a look at it and tell me exactly where the problem is.
edit: forgot to mention that I used "MilkBottle_Prewar.nif" as the container for this.
Thanks!
The YouTube tutorial, in case you're curious.
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Thanks for the reply : )
I'm not asking about mod conflicts. Those mods that I mentioned all require you to start a new game in order for them to function properly. My question is, will those mods recognize an alternate start as a new game or will they see it more like loading a save?
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Do mods that require you to start a new game recognize alternate starts as "new"? Might sound like a dumb question, but I'm not sure what's going on under the hood of those mods, so for all I know it could be loading something resembling a save game or something. I'm specifically looking at using Civil War Overhaul, Realistic Room Rental enhanced, and Immersive Citizens with Skyrim unbound.
Anyway, thanks! : D
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Thanks man. This info will be a big help. The "Open As" thing especially.
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No, not touching the NIF. And yea, the alpha channel is clean, sharp black and white, no grays. I've tried everything from DXT1 to DXT5 with the same results. Although it just occurred to me that I was just converting the same DDS file to the different formats without considering that they might be inheriting the issue from the first file that I saved incorrectly. I'll try starting from scratch and save it with your settings and hope that fixes it.
Thanks a lot :)
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