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RomanR

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  1. Does it happen if you try to run Skyrim directly via skse64_loader.exe too?
  2. Maybe, that guy loves to get an attention, that's for sure. But what I do know about billionaire's life? A biilion here, a billion there... he has propably too much money for his own good.
  3. Ironicaly without Elon buying it, there would be not Twitter(X) anymore and truth be told I always wondered why he ever bothered. For me it was another company lucky to aboard social media/messenger train at a right time. But when competion came they simply couldn't cope and they were on verge of bankruptcy themselves when Elon bought it. And it was quite amusing to read various news what happened when he found out and true state of things in Twitter. But I don't feel sorry for him, serves him right.
  4. What is interesting that SetPlayerSkeletonPath command works in my ancient v 21.4 too, although it's not even mentioned in its docs which came with it originaly. However when I played with it, while testing experimental script which targets Drake the Dragon's dragons, I began to suspect that OP origin of problems come due the straight assigning a skeleton file to player's base object.
  5. @Selene310187, I'm afraid that you are mistaken what SetRacePlayable does. This command, according to docs, changes "playable" flag only. This flag makes race selectable when using ShowRaceMenu command or on new game among some things. Skeleton is defined in NPC's base object definiton (and yes, you'll find player defined among them too). However with OBSE (as this mod uses it too), it should be possible to assign normal skeleton back upon loading a save. I would use this course of action: 1. Envelope such script in condition using GetGameLoaded function. 2. Checking actual player's race and determine if it's a beast race or not (propably best is to use GetRace function). 3. Checking if player has already right skeleton assigned using functions like GetModelPath/CompareModelPath. 4. If not, set it to right skeleton using SetModelPath command. And if someone ask why I won't do it myself, I answer that I'm quite hesitant to register on another mod site just to download one mod and due a complicated experience working on unfinished race mods in general.
  6. For example Curse of Hircine - Resurrected mod changes a player's skeleton upon werewolf transformation in (almost - using quest script which is running with 1s pause) realtime, using OBSE function SetModelPath:
  7. The only idea I have now is to extract these files and copy them as loose along with their directories. Sadly if it fails, I don't know what to suggest more.
  8. Using NifSkope I found this model uses three textures. With full paths they're: textures\JonSatrianiTelvanni\plangkye\txtelvceilingint01.dds textures\JonSatrianiTelvanni\plangkye\txtelvbark01.dds textures\JonSatrianiTelvanni\plangkye\txtelvfloorint03.dds These textures are included in archive with their normals and if I extract them and load model into NifSkope, it loads fine with all textures present. So maybe this is some problem with Archive Invalidation or something similar. The puzzling part is why it affects only this model according to your description.
  9. Though quite outdated (from 2011) there is also offline backup of CS Wiki made by @LHammonds. Unfortunately a file size is quite big, because of photobucket junkie pictures embeeded in it (some tutorial pics come from this site). However part you're interested in has pictures embeeded in its base cs.elderscrolls.com directory, so all you propably need is to unpack only this one and index.html file to see whole article with pictures. Besides, there are also few tutorials in Modders Resources & Tutorials section.
  10. Not exact match, but it resembles Enhanced Beast Races Patch a little. And yes, it's clearly from Oblivion.
  11. Ehm, no. The hieharchy I posted is from up to down, so bhkCapsuleShape as the last doesn't refer to another structure anymore. Also structure you posted seems really mismatched. As example I took look to random weapon I find, a claymore from Lost Paladins of the Divines mod: Claymore in NifSkope And very first structure refers only to one bhkCollisionObject as seen on this picture. The rest is what I posted already - bhkCollisionObject will refer to bhkRigidBody and so on and last reference will be in bhkListShape, which will refer the bhkCapsuleShape structure(s). However, author used most simple method and CS Wiki mentions another one suited for Blender. Maybe this will help more:https://cs.uesp.net/wiki/Blender/Custom_Sword.
  12. Checking some weapons in NifSkope I see that weapons use two bhkCapsuleShape structures - one for crossguard and one for handle and blade. These two structures are referenced in bhkListShape structure. And then this bhkListShape is referenced in bhkRigidBody. So the hieharchy goes like this for weapons: bhkCollisionObject -> bhkRigidBody ->bhkListShape -> bhkCapsuleShape(s). Perhaps there is a problem on last two levels - maybe one of CapsuleShapes is wrong or is not referenced in bhkListShape in Sub Shapes field.
  13. It seems that your exporter created right collision object (you can pick it up, but it's floating), but somewhat wrongly set up nif's BSX flags or simulation types in its bhkRigidBody part. In NifSkope I would check these things: 1. When you open your nif in NifSkope, check if BSX flag is set to 3 (zero bit (EnableHavok) and first bit (EnableCollision) must be set). 2. In bhkRigidBody check these: Layer - if it's set to OL_STATIC, change it. Motion system - change it if it's set to MO_SYS_FIXED. Quality Type - change it, if it's set to MO_QUAL_FIXED. I learned this when I was trying to make Mysterium Xarxes book movable. I'm not 3D artist of any sort, so I'm sorry I can't offer more help.
  14. Mission indicators or compass markers are defined targets in particular quest, so universal mod can't exist. If you make a request to patch particular quest which gives you trouble, perhaps someone take it. However, changing the flow of a quest can bring problems or incompabilities with other mods, so this type of work isn't much popular.
  15. @Pellape Very nice explanation, thanks!
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