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Madcat221

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Posts posted by Madcat221

  1. I fiddled around with it, and I regret to inform you that it may not be possible. I spliced in the "BSWaterShaderProperty" into the whiterun-specific smithing trough and it made the game crash on load.

     

    Part of your problem may have been that the blacksmith NIF had one of those annoying NiDefaultAVObjectPallette lists that leads the mouseclicking on the mesh render astray... and it doesn't help that the actual NiTriShapes are buried under quite a convoluted set of nested NiNodes and such.

  2. Oohh I like the loin cloth idea ... But couldn't you give the poor girl a bath?

     

    Could we see the *_0 and *_1 versions together as well? There isn't a huge amount of difference in the vanilla meshes between the 2 except for breast and butt size, so it would be good to see your meshes side by side as they seem to have a much bigger difference

     

    The abs region is substantially thicker on the _1 vanilla mesh.

  3. If I do that in the nif tough the mesh looks weirdly dark ...

     

    In NIFSkope or in-game?

     

    EDIT: I just tested with normals off in-game and it's fine. I'm using a different body texture set though...

     

    Normals should not be needed for object space normal maps. And obspace normal maps really should be used for body models because it reduces the number of potential sources for wrist / ankle / neck seams (namely ones caused by tangent space mismatches along the seams).

     

    Also, the first suggestion for form refinement:

     

    The under-breast crease is a bit too wide on both ends IMO.

     

    .... aaaand I can't seem to find how to upload Supporter-level images :ermm: Can someone point it out? I have a visual aid but it's not quite suitable for general imageshare...

     

    Also, I have a mod name suggestion for you...

     

    "Prometheus's Sensible Polycount Female Body Replacer" :)

     

    EDIT 2: Found it with some help from Buddah.

     

    Here's the image

     

    EDIT 3: Busy post... If you do solve the vertex normals issue on your end, make sure you change Num UV Sets from 4097 back to 1 or else the mesh will error on re-import.

  4. If vertex index is identical between two meshes, you can copy-paste Skin modifiers between the two without anything happening. I've done it many times before in my rigfix mod.

     

    You can even copy BS Dismember modifiers too.

     

    I just looked at the meshes, and the vertex normals are turned on it seems. Go to the NiTriShapeData, find "Has Normals" and switch it to "no", as they aren't needed with object space normal maps.

  5. Do you have to launch the game through the SKSE launcher for the mods needing it to work? I always get an error with skyui saying it couldnt detect SKSE but yet it seems to be working, just curious i really prefer launching through steam but don't want to screw mods up thank you in advance

     

    Yes, you have to launch through the SKSE loader.

     

    Why do you like going through the launcher? It's just one more click, and may or may not decide to reload your INIs possibly erasing any manual modifications you may have done to it.

     

    The only time I ever use it is to regenerate INIs.

  6. Most likely they are both editing the same merchant container or leveled list. The last one loaded is the winner.

     

    Oh I was under the impression that the mods append to the seller's inventory instead of replacing. I seem to remember my Oblivion mods working fine when they were sold by the same vendor. No way to resolve that other than combining the esps?

     

    "Last to load wins" mod conflict resolution has been the norm since BGS introduced the module system with Morrowind.

     

    Did you use Bashed Patch in Oblivion? That may be what you're seeing in action in Oblivion. That makes use of the "last to load" system by creating an esp (the Bashed Patch) that has gobs and oodles of masters and auto-procedurally merged leveled lists... and then making it load last.

  7. Prometheus, I can test for you.

     

    Also... are you making sure to disable tangent space? Object Space normals don't use per-vertex tangent space, and if it's trying to apply an ObSpace normal map like it's a TanSpace normal map, things will look weird.

     

     

     

    Looks really good! There's an odd looking area near the under arm in the back, though. You can see it on the second set of pics. It doesn't seem to morph right. Was that present in the vanilla body too?

     

     

    I noticed it too, and I fixed it in my RigFix mod. Prometheus, you may want to look at how I re-weighted the armpits there.

     

    And the buttcrack problem is mostly due to texturing from the looks of it, not meshing.

  8. I'm attempting to modify the Werewolf mesh in Skyrim. However, there's a problem in tweeking the skin modifiers: the body (excluding head pieces) is in two NiTriShapes, with really uneven edges between them. I've been fixing seams as they appear in my tweekings with vertex snapping.

     

    Is there any way to combine these two pieces into one mesh, separated by material IDs for export, so I can tweek the skin modifier for both?

     

    I'm in Max 2010, BTW.

  9. Problem!

     

    Doing this on Max 2010 32-bit.

     

    When I click on "Merge Morpher", nothing happens. I'm attempting this on the Blades F mesh. I've deleted the existing skeleton I imported before, and cleared the modifier stack of everything. I click it and... nothing. A new skeleton rig does not appear.

     

    Also, if I'm doing this to an existing mesh that I want to preserve rigging on, can I cut/paste the existing skin modifier in once I hit the "add modifiers" button? Automatic rigging really doesn't work in making things look right, I've already started a mod that fixes all the messes that Beth caused when they just slapped an auto-skin job on several meshes.

  10. I have done some mesh choppin' to the Ebony Helmet, to make it open-faced. It loads in-game fine...

     

    ... But there's a problem. I cannot for the life of me figure out what subrecord in the ARMO or ARMA records controls face and helmet hair visibility.

     

    I've tried the BODT records in both of them, splicing in the records from the Blades Helmet as a basis. I've made sure all data in the ebony helmet NIF matches the basis reference (again the blades helmet NIF).

     

    Still nothing. I'm not sure if it's a module problem, a NIF problem, or both.

     

    So... if anyone better than me at module record hex-poking figures out how to render helmets visible, you will... well... have the adulation of all of us since me and/or other modelers can now make the ebony/steelplate/other helmets open-faced at long last.

     

    Here's my chopped ebony helmet mesh, BTW. Just copy and rename it to helmet_1.nif to make it work with the weight slider. It's the female helmet, but it probably will still load (albeit with clipping) if put in the male folder instead. ...Well, if someone figures out the head flags, that is.

     

    http://dl.dropbox.com/u/36069651/helmet_0.nif

  11. Just an FYI: The (AFAIK) latest version of this 3DS Max plugin mis-generates the TanSpace. It does generate binormal and tangent vectors... however it seems to get them backwards. Disable "update tangent space" when exporting so only the Normals export, then in the NiTri, change the "BS Num UV Sets" to 4097, then update the tanspace to properly generate it.
  12. I want to alter the Barkeep outfit (FormID: 5B6A1) so it will show amulets. On a female char, they are invisible despite the neck region being exposed.

     

    I cannot seem to find out what subrecord controls that. I've fiddled with everything that looks like it would control it, comparing it to the bar wench outfit (ID: D191F) which does display amulets, but to no avail.

     

    Has anyone else figured out what controls amulet display for outfits?

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