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chargerguy1973

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  1. Yoshiap, No worries. My knowledge is still rather limited, so I honestly don't have any clue about how to fix your new issue. The last time I "built" any sort of clothing was when I simply adjusted an existing mesh for New Vegas and that hardly counts! I'm sorry I can't help further.
  2. Hm. Here goes: What would cause the game to ignore your _0 NIF and not blend the _0 and _1 NIFs for a piece of custom clothing/armor when adjusting a character/NPC's weight?
  3. Yoshiap, Here's a trick I used: In NifSkope, you can have it export a UV map at whatever resolution you want. You have to right-click on the NiTriShape, mouse over Texture, and select Export Template. You have to do this for every NiTriShape individually, but you can import them into (insert image editor here; I use Paint.NET) and then merge the layers to make a single template. Once you've done that, you can import that into your texture file, set the transparency of your working layer, make your changes, set the working layer's transparency back to 100%, and then remove/deselect the template layer. Does that make sense to you? Cheers!
  4. Good day everyone. This is going to be a fairly long post, as I aim to be as descriptive and specific as possible. My basic issue is that, while creating a number of clothing items, the game only uses the _1 mesh as if my character's weight was set to the max (100 if you use player.setnpcweight 100, full right if you use the slider method). However, it works normally on a few other items I've made with the same meshes. I'll break down what I've done into a Creation Kit section and into a NIF section. Creation Kit: First, I made a new .esp. Next, I created an entry under ArmorAddon, selected DefaultRace in the race dropdown, selected Body under the Biped Object list, and selected the usual spread of races under Additional Races. I added the _1 nif under the Female Biped Model section and left everything else alone. Once that was complete, I created an entry under Armor, set the ID and name, selected DefaultRace under the race dropdown, BODY for the Biped Object list, ensured Playable was checked, added ClothingBody and ArmorClothing to the Keyword list, and added my ArmorAddon entry to the Models section. I repeated this process in my .esp three more times with success. This was all well-and-good for the first four varieties that I made; they worked beautifully in-game to include scaling appropriately with varying the character's weight. However, it did not work with the other three varieties I made, which were all simple retextures of the same basic NIFs. The additional entries in the CK were effectively identical to the previous four; the only changes were to select a different ID, name, and matching NIF. The result of the last three was that adjusting the character's weight did not blend the _0 and _1 meshes and the game only used the _1 mesh. NIF: I copied the _0 and _1 NIFs from ortog's UNP Armored Bikini mod and selected textures that I created. The only non-texture change I made to the NIFs were to add NiAlphaProperty to the top and bottom NiTriShape subsections. My file structure is very simple. Data->Meshes->Testing with all seven NIFS and Data->Textures->Testing with all textures. As an example, my NIFs are named TestingBikiniBlack_0.nif and TestingBikiniBlack_1.nif. As part of my troubleshooting, I've deleted the non-working entries from my .esp, saved it, reloaded it, and recreated those entries by copying and renaming one of the ones known to work, then changing the NIF and model references appropriately. I've also rebuilt the NIFs that are giving me trouble by deletion, copy-pasting, renaming, and setting the textures to what they need to be. At this point, I'm out of ideas after trying the above and triple-checking spelling, filepaths, and references. I have done a fair amount of searching on Google, read several tutorials (the creators of which deserve much credit; having the patience to create, proofread, and update an instructional document is rare and worth much), and yet still I can find no reason for my problems. Unfortunately, I cannot reliably view any of the myriad YouTube videos on the subject of armor creation due to the very spotty and slow connectivity in my current location. Thank you for your time and assistance in advance! Please feel free to ask for additional information; I'll respond as quickly as I can.
  5. I agree that there should be more male-oriented items, both sexual and non-sexual. I tend to play female characters because I'd rather look at a woman's frame for 60+ hours than a man's. However, in the event that I do play a male character in the FO universe, I'd like to have the option of well-rendered boot-cut jeans, leather belt without a gimmicky buckle, button-down longsleeve shirt, and work/hiking boots. In Oblivion, it seemed like there were more options available for male characters, seeing as how a suit of armor is simply awesome. In the FO universe, a more "modern" setting, men don't wear chain shirts and jointed gauntlets, nor do we carry 20-lb metal melee weaponry. We do, however, wear Kevlar/ceramic body armor, various forms of camouflage (one instance can be seen in the Airman Battle Uniform mod for NV, inasmuch as I believe the ABU to be inadequate and ill-designed for anything besides office work at 72*F). I think having more options with regards to fatigues/combat-oriented apparel would be good for both sexes in the FO universe. However, humans are wired to prefer the female form aesthetically. So, we end up making more female-oriented mods, female-oriented clothing and accessories, etc. All you have to do is look at a Wal*Mart, Sears, Bealls, or JC Penny store. Female-oriented clothing/accessories dominate apparel sections. The ads for most stores that offer clothing have female announcers. Fortunately for us men, we do have a lot of options otherwise besides clothing. We have many automotive/motorsports outlets. We have vast tool sections in stores. You don't often see a placard of a woman relaxing on her lawn tractor after mowing the lawn, nor with a post-hole digger building a fenceline. Home theater sections are built to appeal more toward men than women. You see ads with football games and motorsports running on demo displays (though nature presentations are more gender-neutral). Nevertheless, the primary interest with apparel is making women attractive, so more time, effort, and money is spent there. Short version: Deal with it or make your own. Sorry if it's blunt, but that's how the world works. P.S.: Are there tools available to start preliminary work on Skyrim mods or is information available about what file formats will be used for them?
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