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Omesean

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Everything posted by Omesean

  1. You seem to have forgotten to update your body part numbers. In order to be able to equip as many pieces, Æsir Armor uses a different slot for nearly every item type available. In order to make these items properly appear, the body part slots of the NIF (found in BSDismemberSkinInstance (block details) Partitions > Partitions > Body Part) need to correspond to those in the Creation Kit, or they will refuse to appear. For testing purposes, I recommend you first change all body part numbers in the skin instance blocks to 32 (body), and make sure it's been set accordingly in the Creation Kit as well - meaning, the large block of numbers in both the armor addon and armor tabs. Make sure 32 is selected. - Sean
  2. - This little problem I was having has already been fixed with the help of the great and mighty Mujuro! - I'm working on a companion mod to serve as a preview for my much larger armour mod. He's not like any follower you so often see in the Nexus' files section. This one has a custom voice (Galmar's) and idle chatter, cool combat comments and other awesome stuff. Development went rather smooth, untill I got to the stage of the closed beta. I distributed the package to some close friends and they started testing my companion. He follows and has all vanilla companion commands set up. Yet he doesn't talk. Anything that I have added in a custom dialogue quest isn't being fired. Normally, I would point towards the infamous dialogue bug we're all experiencing with custom dialogues. Save, reload. Most of us know the procedure. Except that in this case, it still doesn't work. I can replicate all of these symptons on any new save I make - except for one, and this one has been used to test the mod from the ground up, which is why I never noticed this bug in the first place. It almost makes you wonder if there is indeed a god, and that he has set his will against me. I hope one of you guys (and gals!) know of a solution to this bug I'm experiencing. The mod is practically finished once I get that out of the door. To help you, here are the beta files: - Issue adressed - And the save that does allow most of his dialogue and remarks: - Issue adressed - In case there is some setting that does enable this quest, and ultimately his comments. You can find him on the slopes of the Throat of the World. Use COC HHPathshrine03 and you'll spawn right in his tent. Please don't distribute this file to any others unless you intend to fix it, which is why I post this in the mod author thread. It's not a mod yet, and I couldn't bear the thought of people playing a glitched version of my work. Makes me feel queer and unprofessional... I'm at the end of my line down here. Please help a poor, distressed modder out!
  3. This little tutorial here got me started. This one could also aid you in your endeavours.
  4. I experienced this same problem a while ago. Sudden crashes at initializing windows, and no amount of verifying the integrity of the game cache could fix it. Re-installing couldn't fix it. The fix came from a rather unexpected angle - the firewall from my antivirus (a silly Dutch brand). I disabled the firewall, and voila! The creation kit started up like it normally should. It also allowed me to open two simultaneous screens in NifSkope as well. So try to disable your antivirus' firewall (temporarily, of course), or add an exception for the creation kit (although that didn't work for me, I had to install a new one). I don't know how or why my firewall did this, and I don't care to know either. All I can say is that it fixed it for me.
  5. Hello! I'm laying the final hand on my dungeon through which you shall receive my newest creation, Æsir Armor. I've designed everything to be as tough as is humanly possible - you're going to have to bleed for this armour! To do so, I thought it would be fun to have NPCs appearing from ambushes, such as the well-known Draugr suddenly awakening, to a few spiders coming down from the ceiling and Einherjars stepping through walls, ready to rend you to pieces. The dungeon itself is finished. The navmesh is in place - optimized to the best of my abilities - and the whole place has been cluttered to a Bethesda level. I sunk many hard hours into this part of the mod, and I hope it will be appreciated once I release it. Which, depending on the help I receive here, shall be soon. However, with the navmesh in place and using exact copies from the prefab warehouse, none of my NPC's assume their ambush positions. They just stand there, as if I were lazy and just threw them in there without any thought of special effects or originality. Traps and puzzles work fine so far, and they use the same technique of traplinkers and triggerboxes like the NPCs do. I'm really at the end of my line here. I've already identified one possible cause of the issue, being mod incompatibility. Disabling all my mods has caused the ambushes in the latter part of the dungeon (level two, a wholly different cell) to work perfectly. The biggest area, level one, still refuses to work, though. So I call onto the Nexus to help me in my efforts. I'd like to know if there is anyone out there who has encountered similar problems before and managed to find a fix. I feel this is a ridiculous issue. The tutorials make it look so simple, but nothing ever really is when it comes to modding Bethesda games...
  6. You can't just paste an alien object onto an actor and expect it to move along. Sorry, to effectively do this you'll have to use modelling programs such as Blender or 3DS max. The hat needs to know which bones to follow as the actor moves. And although this is possible in NifSkope, it's a nightmare. Just use modelling programs - look up a guide on how to do this. It's much less intimidating than it may seem. I like your concept, hah.
  7. Omesean

    Skyrim Question

    Seeing as how you're just editing the mesh, and not adding any new pieces to it, the skeleton should remain in working order. Adding new pieces will require you to parent it to the skeleton again, and to do that it's best to remove the original one and just import&parent a new one.
  8. Greetings fellow modders! I'm working on a new armour project - Æsir Armor. For more information, browse my images - for that's not why I'm here. Anyway, to acquire the items, one shall have to delve into a dungeon and battle ghosts of the Einherjar to at last require all the pieces my armour comprises. Building the dungeon was fun and all - especially traps, haha - but once I got to the boss area I wanted something special. As a rookie concerning the CK (I do, however, have some experience with the older tools), I browsed the wiki's guides looking for cool ways to set up an ambush. I went into the warehouseambushes thingy, and copied the WalkThroughWall ambush prefab. I threw it into my own cell, set up the trigger boxes and placed the walkthroughwall markers at strategic positions, all the while keeping an eye on all the linked refs and parents and whatnot. Once all had been placed I checked them all against the one in the warehouse (which does work, I've tested it). I saved the .esp and fired the game, only to find that the moment I stepped into my cell, all my ghosts started instantly attacking me, although I never came close to the trigger box! This has led me to many hours of checking the things against the prefabs - if perhaps something had eluded my gaze. Keywords, reference IDs, script properties. Everything is a complete 100% match. Still, nothing of that seems to work. I'd like to know if this is a know issue, and of course if there is a solution to this ridiculous issue. In short, my symptons are as follows: - The ghosts I speak of all possess the masterambushscript - A prefab has been directly copied into another cell - All the links have been checked over and over again. They seem to match 100% - The script's properties are also identical to the prefab - The prefab doesn't use any keywords in it's links. Neither does mine. Is there some setting I am overlooking? Thanks in advance!
  9. I thought I'd give it a shot - here it is Go ahead and add it to the wallpaper pack. Do whatever you want with it, actually.
  10. I'll do it. Always liked that armour. But I'm a very busy little modder at the moment, so it might take a while.
  11. I personally rig everything to the BP_TORSO. From what I've seen, all I can say is that those extra partitions are for the priority settings in the armor addon tab (CK). Makes sure pants don't clip through boots, for instance. I think it lets skyrim know what part of a large mesh is actually what. Since meshes are joined much more than they were in Oblivion, the game has no idea what the difference is between pants and cuirasses. Those partitions tell it. I found some meshes with other partitions as well, but they didn't survive the export process. One partition came out, and I set it to 32 (torso). Not the slightest bit of trouble.
  12. Apart from changing it in the CK, with skyrim you'll also want to change the partitions in the .nif file itself. Grab nifskope (you'll have to, sorry), click BSDismembermentSkinInstance, click partitions and again (might be more than one). Set the body part flag (should be 60) to the same number you're changing it to in the CK. Otherwise it will be invisible.
  13. Don't like it, don't download it. Live, and let live.
  14. Don't make slots for each... cavity. It would be best if you just made three different models, one anus, one vagina and one with both, and just assigned them to a single body part (pelvis, or something). If I would make, for instance, a kilt, I'd assign it to the pelvis as well. It would clip over any of those ornaments, so I don't feel the need to keep compatibility with them. Same goes for the jewelry; don't make a slot for each and every body part you could jam some metal into. To assign an individual ID for all these kinds of ornaments is silly and too adult mod/female oriented for me. I do feel your mod has a place in this list. While it's not in line with my tastes, the endorsements on your mod tell me that it is with a great many people. The list fg109 pointed to is the one I'm using for some WIP's I have running. Oh, and don't forget mouth objects, I want my characters to smoke a pipe once in a while! EDIT: Brokefoot, maybe you can do a boneweightcopy from an armor mesh with only one partition to your cuirass?
  15. Click BSDismemberSkinInstance. Click partions. Another partitions. Set the numerical partition block value to 131 (hair). I suspect you set it to the head =D Make sure you make the same changes in the CK as well.
  16. It was the torso (32). Have you tried setting them on a higher priority (another silly box I found in the same tab)? It also helps to reduce some clipping. Boots are 10 by default, so maybe with 15 they will stop some of their evil clipping
  17. Nivea, forget the skeleton stuff.... The weapon adjustment box WORKS! I applied a higher setting than was default, and the clipping with my armor is GONE! Vanished! Cast down to the fiery depths of hell, where they shall return to dust, forgotten and forsaken, for they are not worthy of remembrance! (long rant here...) Also, if you're still unsure about the clasps for your awesome cloaks... I have made some new ones, with high-res, picture based textures. They're based off of original viking brooches. And look sexy, in my opininion. If you want to use them (or preview them), give me a PM.
  18. I don't use skimpy meshes or anything like that, because I feel they're not immersive enough. To call their talented creators (they are great models, after all) perverted is just... Silly. I like to think all those people who like and use skimpy meshes moon their enemies to death =D It worked for William Wallace... a bit.
  19. Download the latest version of NifSkope. Look up your skin's BSLightingShaderProperty, click it, look for the shader flags. The shader Ghogiel mentioned should be there. Then, simply deactivate it in its dropbox. Hope that helped!
  20. Nivea, I fixed it by not weighting it to the legs at all. Use the back skirt bones if your skeleton has them. I used the forsworn armor for all my skeletons, and it worked great.
  21. I have 0 experience with the CK ('T DOESNAE WURK!), but I did pull this off for Oblivion. I even had the bow I used stick to the back as well, even when the swords were equipped and pulled from their scabbards. Scabbards staying nice and crossed as well. It was a lot of work, and I had to fool around a lot in nifskope. I also used a script from Phinix's dual wield mod... which is why I never released it, it was purely for personal use. I am planning to make an armor mod that will do exactly that, so I think I can get working on it. From my experience with doing it for Oblivion, I will only do this for a few weapons - 't is a lot of work. Doubt I'll get it to work, tough, but there's always a chance =D
  22. There's this setting in the CK (for armor addons) that has this box that says Weapon Adjust. I haven't tried it yet, but the wiki says: "This number determines the distance the weapons will float away from the weapon attachment points on the NPC.". I have yet to try it on my own personal armor - but the CK refuses to work on my PC. It has some annoying clipping with two handed weapons as well. Don't know if it works or not, but if it does I guess it fixes your clipping issues without meddling with the vanilla skeletons (which will probably cause a lot of incompatibilities) If it doesn't work you can always try to hide it, with some sort of scabbard maybe, or some sort of opening that the weapons can go through (would look funky with a battleaxe, tough.) Clipping is my arch nemesis, and I fully understand your frustrations - I'm choking every bit of clipping I can find myself, which is a hell of a task. I sincerely hope you pull it off xb
  23. Hit apply transformation. As nifskope will tell you, and it's completely right, it can have some, nasty, unexpected results...
  24. Can a shader really say "Oi old chap, please don't animate me!"? (apart from fixing this I'd really like to know the technics or ehm... science behind it) I'm looking at the shader flags, and they both seem identical. I'll try it, tough. EDIT: It does work! Like a charm! A billion and a half blessings I bestow upon thee (along with some kudos xb)!
  25. Hello, I am making an armor mod that is using all kinds of bits and pieces from Skyrim's vanilla meshes. You can view an example here. Almost all pieces work well, zero problems with textures and all but one thing I just can't seem to understand: the dragon skull, bottle of mead and the horn all refuse to animate along with the rest of the armor whilst in-game. The most confusing part is that they do move perfectly fine in Blender's pose mode! I have added and removed armatures, done thousands of new boneweightcopies or even did them myself, but nothing seems to work. They're just too bloody stubborn. Interesting is that all three of these meshes come from originally static meshes. Do the models somehow "remember" to be static? Or am I just going delirious right now?
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