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LogicRock

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Everything posted by LogicRock

  1. I just had a thought about using a cloud service for syncing Vortex installations across computers. Would this be feasible? I use Mega and have multiple computers. Using the MegaSync app I can sync files across multiple computers. I just have to right click and flag a folder for MegaSync and it will appear on both computers and be stored in my cloud storage. So would this work or would it cause issues? I thought it would be a way to have mods on two or more computers without downloading them multiple times or manually transferring files.
  2. Try using the decimate function in Blender to reduce the polygon count.
  3. I've already done a lot of work on models in Outfit Studio, but the amount of time it would take me to do the whole mod myself is not feasible with my schedule. If I want this idea to come to fruition I think I'll need help. I lack in the knowledge of textures and editing the game files so if anyone has experience in making mods and likes this idea please reach out. The idea is to make an armor and outfit system that is akin to Fallout 4 or Oblivion or even more thorough than that. For example in addition to stuff like shoulders legs and torsos belt different equipment there would also be bags and satchels and stuff. Any armor or outfit that has a bag or something like that already would have those removed so they can be made into equipables.
  4. I looked for a solution and tried what I saw elsewhere and couldn't fix my problem. I'm modifying the Elven armor to get rid of the big Eagle-face neck armor because the textures have the breastplate under that thing, so I removed the neck armor and added geometry to fill in the gap. First thing I did was separate all the individual segments of geometry so I could get a better view of the chest piece. I separated the pauldrons, belt, legs, etc into their own shapes in Outfit Studio. Then I modified the chest piece. I have tried two methods of exporting, one with the shapes still separated into their sub-pieces in the nif file, and one where I combine them all back to one nif shape. Both methods result in my character having invisible armor. I read that there's a problem with body slots when it does this, so I used the original armor as a reference and copied both bone weights and copied partitions, and still my armor is invisible. Here are some screenshots of my Outfit Studio project with the old and new armor. At this point I'm willing to share the file to someone that could fix it but I really need to know how to fix it myself because I'll be modifying more armor.
  5. I use achievement mods enabler in addition to SSE Engine fixes. Would that cause a problem?
  6. I don't know how to mod with SKSE functions yet, but thanks anyway.
  7. Found this on the UESP Wiki: For all of the armor listed on this site, the provided armor ratings are the base armor ratings. The actual protection your character will receive from the armor is dependent upon your skill in that armor type and any relevant perks that you have unlocked. The rating can also be improved by using smithing to change the armor's quality to "Fine", "Superior", "Exquisite", "Flawless", "Epic", or "Legendary". The armor rating only reduces physical damage, not magical damage. Each point of armor rating reduces damage by 0.12%. Approximate formulas: Item Armor rating = CEILING[ (base armor rating + item quality) × (1 + 0.4 × (skill + skill effect)/100) ] × (1 + unison perk† ) × (1 + Matching Set) × (1 + armor perk‡)I haven't been in the creation kit for a long time but see if there is a way to inject this formula into the fists of steel perk.
  8. Ok thanks. Seems like a tall order, so I'll not think about it for now.
  9. Off the top of my head, I think youd have to go to the perk in the creation kit and add to or change the factor that it modifies.
  10. Use Outfit Studio to chop the sleeves off another set that you like and make it fit accordingly, then export with Bodyslide.
  11. I agree. How can you not adopt the girl in Windhelm that sells flowers and sleeps on the cold ground? Thats like a moral middle finger, its the only real choice, leaving only one other kid to adopt if youre not heartless. It would be nice to send that girl to live with someone else.
  12. No, thats not what I am talking about. Ill try to explain better. I mean, for example, say theres a bandolier. It is made to fit the geometry of the player with clothes or armor on. This means when the player is naked underneath the bandolier, or wearing form-fitting clothing, the bandolier appears to float around the player model. I want to know if there is a way to make it so that the model automatically changes size and shape as the player equips & unequips other items. Such as, when the player equips a bandolier on a naked or shirtless player model, the bandolier is fitted to that appearance. Then, as the player equips clothes or armor, in that moment the bandolier scales up to better fit the appearance of the clothing or armor, no further steps taken by the player. And so forth for any other item, be it equippable capes, pauldrons, etc.
  13. Ok so at least equipabble items could be built with two nifs to at least have a weight slider There are mods to modify character bodies mid-game, like the mods that let you explore CBBE body types in Racemenu. I figured that same sort of system may be able to add a third dimension to the weight slider for equipped items.
  14. Theres a lot of celebrity face presets in existence already so it would be cool to apply those to named NPCs for a celebrity cast of characters. Most notably we have Christopher Plummer as the big name in Skyrims voice cast so a face to match his voice would be great.
  15. Example: Mods with equippable bandoliers, pauldrons, backpacks, capes, and cloaks, and whatever else is applied on top of the base player and outfit model. To my recollection, historically Skyrim works on a simplistic system where geometry scales only between the _0 and _1 .nif files. This means for a mod like Bandolier Bags and Pouches, if you wear nothing underneath the bandoliers, bags, and pouches, the models appear to float over the character model. Fallout 4 has a different system where equipment appears to fit whatever size clothing is compatible with the equipment. With new mod developments, is it now possible to scale additional equipment to better fit character and outfit models?
  16. When you move a piece of geometry, make sure the thing you want it attached to is set as the reference shape. Then select the shape that you moved, right click, and copy bone weights. The default values are typically pretty good at getting the job done, although depending on what it is supposed to be, you may get unintended effects. For example, of the piece is meant to be hard metal or otherwise inflexible, but attached as an accessory, default weight paint values will probably cause it to contort with the body as if it were a piece of flexible material. So start with copying bone weights then tweak from there. Think of the weight paints as heat values, cool = less, warm = more. Such as, blue = less stretch, orange and red = more stretch.
  17. My skills fright now are limited to outfit studio, so Im working with already existent material from the base game or modded pieces. Currently in the process of separating all the geometry of armors and clothes that are not connected/merged and will first release that as its own stripped-down base set for use with mods that add pauldrons, bags, etc. as equippables.
  18. Would be better off multiplying land size based on what users said before. You’d need higher res textures so they don’t look pixelated up close.
  19. In a similar way to Open Cities, where cities are merged into the world space, merge multi-interior cells together. What I mean is for spaces like dungeons, ruins, caves, etc., that take place indoors or a cell apart from the world space, if they have multiple cells, merge the cells together so that you only have the one loading screen upon entering the cell from the outside world.
  20. I've come upon a problem with the way Glass textures are loaded in editing software. At first I thought it was a problem with Outfit Studio, but I downloaded Paint.Net to look at the .dds files and even the glass textures on their own show up with odd bits of transparency. It happened with Blades armor too but the Blades armor issue seems to have been fixed after I reinstalled the game. The glass issue continues though. https://i.imgur.com/bN9pd7G.png https://i.imgur.com/LOTwppQ.png https://i.imgur.com/WR2XCAJ.jpg https://i.imgur.com/W4j72y2.png https://i.imgur.com/PZiielu.png It looks like it is mixing up different texture paths and combining the male and female bits in an odd way. It even does this in Paint.net. There's no issue in-game however: https://i.imgur.com/dDIXT53.jpg I can edit models in Outfit Studio and it doesn't affect how the textures load in-game, but if I wanted to edit the textures then this would be a problem.
  21. I remember the way that worked is that it fixed a camera in place of your character's 3rd person model's head. It worked but two main problems were that it caused a lot of head bob due to your character's movement as well as your shadow had no head because the way it worked required your character's head to become invisible. Should still be possible on SSE/AE.
  22. H Hitscan basically means as soon as the target is acquired, the attack lands. In shooter terms, wherever your reticle points, the projectile hits as soon as you pull the trigger. Basically a laser not a bullet.
  23. I have Morrowind. Which creation kit or does it matter?
  24. I'll try it. If you want to do it yourself, do this: 1.Get BodySlide and Outfit Studio 2. Extract the meshes from the BSA with Bethesda Archive Extractor 3. Open Outfit Studio 4. Import the low weight Golden Saints female armor (the .nif ending in "_0") into outfit studio, can either go to file then import, or drag and drop the .nif into the outfit studio window. 5. Before doing anything else, create a new slider. This is for the character weight. 6. Click the pen/pencil icon on the slider to edit it. 7. Go to Slider, then Import Slider Data, then Import from Nif 8. Use the "high" weight mesh for the Golden Saints armor as the slider data (the .nif ending in "_1") 9. Now the mesh has a slider for the weight. This is important because if you removed the pauldrons first, you would not be able to import .nif for the slider data of the mesh. 10. Use the mask tool to mask the vertices of the pauldrons. If you need help, press W to enable wireframe visuals to help you see the polygons. 11. After you mask the vertices, invert the mask so the body is covered by the mask. 12. Go to Shape, then Separate Vertices. 13. name the pauldrons anything. 14. select the pauldrons in the meshes window. 15. Delete Vertices. 16. With the mesh at zero weight on the slider, export the mesh to the required folder to overwrite the "low" weight mesh. 17. Set the slider to the max weight, then go to Slider, then select Set Base Shape. The mesh is now fixed at the "high" weight. 18. Export the mesh to the required folder to overwrite the "high" weight mesh. Alternatively, you could save as a new project for BodySlide to output it for you. If I don't get to this soon just know that I have something cooking up that would include it anyway.
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