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zwierzomods

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  1. The only thing out of place was the order of skin partitions - fixed that, and then it was stuck in mesh _1. Not sure if that was in reaction to the changes because when I remade the .esp just in case it went back to the initial problem. :ermm:
  2. I have both _0 and _1 mesh versions, but when testing the armor in game it turned out that the game uses _0 right until weight is set to maximum - then it snaps to _1. How to make sure there's a gradual change for all in-between slider values? Just to specify, this is about vanilla weight slider for the fat/muscle change of the body. Couldn't find any definite answers anywhere.
  3. Nvw, apparently I was missing body partitions - had to add them in outfit studio and now everything works great.
  4. I did add bone weights in Blender, but it seems they didn't export at some point - Outfit Studio didn't see any. Still a good suggestion, since I could reapply them in that. Now there's a new problem - only the reference mesh (the body that's supposed to be underneath) is visible in CK/game, while the armor is invisible (despite looking fine in Nifskope).
  5. This is my first time making an armor mod, so I followed tutorials closely (this and this). The armor is not following the body parts once it's in the game - it's static, just kinda hovering in player's place. I'm pretty sure the problem is in the way I had to add the skeleton right before exporting the .nif - tutorials said to use "Import Skeleton Only + Parent Selected" and then export both the mesh and skeleton. In my case, Blender threw out a "cannot import skeleton: root is not a NiNode" error. It imported the skeleton after the error anyway, but the structure in Nifskope was completely different than expected. So I tried to import the whole nif, take the skeleton and then parent it manually, which seemed to work out right until testing it in the game. Any ideas what to do with the error/skeleton import, or if this is connected to a completely different problem?
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