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Hanaisse

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Everything posted by Hanaisse

  1. That particular mod is simply a resource, a framework for adding audio books, and it's expected people will use it to make mods with. So, if you plan to make a mod for an audio book using this framework, there should be no problem (giving credit, of course). If, on the other hand, you want to directly "improve" his framework, then that would be frowned upon. You're free however to create your own framework mod.
  2. I would start troubleshooting here. Try disabling Skyrim Flora Overhaul to see if that helps. If not, try the Crash Log Analyzer to help narrow it down further.
  3. Here's the full official guide on creating a Bodyslide project.
  4. What you're describing is exactly The White Phial quest, might want to look that up to see how it's put together. Probably requires scripting.
  5. Would definitely need to see the actual nif file, there's too many variables to try to guess what's wrong with it. It would also help to know what program you used to create the nif file.
  6. Only difference is basic body shape and textures. Otherwise, nothing. Just a choice people have.
  7. I don't believe the moons are actual "objects". As far as I know they are only textures probably projected into a skybox though I don't see any indication of that in the CK either. Might be hardcoded.
  8. I'm sorry to hear the rollback option is only temporary and that no theme options will be offered going forward. No, I do not have any specific visual requirements and I would not expect a forum to accomodate that if I did. Some of the text is a duller white, true, but the majority - sub forum titles, thread titles - are stark white and bold against a now blacker background and it's uncomfortable. I enjoy cruising this forum and I try to be helpful when I can but I think I'll be limiting my visits. Thanks for taking the time to respond, Pickysaurus.
  9. Thank you, Hollowness! And thank you, Nexus.
  10. Oh, so I'm not crazy and the colours did change. Honestly, the super high contrast black/white is harsh, I liked the orange better. Can the white at least be toned down to a softer grey? Or, as Aaron suggested, is there a possibility to get options?
  11. Right, so definitely not working. It looks like your BSXFlags isn't actually attached to your BSFadeNode. In the block details of the BSFadeNode change Num Extra Data to 1 then click on the green arrows just below it. Expand the Extra Data List and input 1 so that it attaches the BSXFlags you added. What version of ChunkMerge are you using? Is it from the complete NifUtilsSuite?
  12. The collision looks fine. The 1 bhkcompressedmeshshapedata would be under the 2 bhkcompressedmeshshape if you expand it. What you need is a BSXFlags block. Right-click on the 0 BSFadeNode and go to Block > Insert > find BSXFlags in the list. Once you have your BSXFlags, open the options by clicking on the Integer Data flag. Tick the Havok and Articulated flags. If that doesn't change things then you'll need to be more specific about what doesn't work about the collision.
  13. First of all, that is what Outfit Studio will give you, a basic .nif file. You'll need to correct/fill in the rest. The first line 0 NiNode needs to be a 0 BSFadeNode for static objects. Right click on the NiNode line and go to Block > Convert > BSFadeNode. You should now have a basic working .nif. I highly suggest you change the name from Scene Root to something else, like the nif name for example. If you haven't already in Outfit Studio, you'll need to add your textures in the BSShaderTextureSet block. As for ChunkMerge and adding collision, it only works on LE format .nifs. You'll need to convert your .nif from SE to LE (yes, there's a difference) format to create the collision for it then convert it back. Or use the LE version Outfit Studio to make the basic nif LE format at the start, fix it up, make collision, then convert to SE when you're finished.
  14. That's correct. There's nothing stopping you from using assets for your own personal use, just not re-distributing in your own mod.
  15. After the latest forum update that feature was lost, but it is currently being re-instated. Try opting into the new Beta test of User Profiles and it should be there. Another way is to post on the mod page to ask permission. This may even be best as public proof.
  16. The latest version of Racemenu is 0-4-19-16. Unless you mean you have the GOG version of the game which was 0-4-19-14, but GOG was recently updated last week, so Racemenu will need another update.
  17. A few things to fix; 1) Apply the transforms for all the BSTriShapes. Right click > Transform > Apply 2) One of the shapes - 19 BSTriShape SBFarmchimney - has the Skinned flag in it's BSLightingShapderProperty Shader Flags 1, this is most likely the main cause of your issues so remove that. It's also missing the vertex_colors flag in Shader Flags 2. 3) The shape 16 BSTriShape SBFarmshutters looks like you tried to set it up as a window but it's only halfway there. In the BSLightingShaderProperty the Shader Type should be Glow Shader and you need a _g (glow) texture. If it's not an actual window then remove the Shader Flag 1 External_Emittance and Shader Flag 2 Glow_Map flags. 4) The shape 10 BSTriShape SBfarmthatchaplha (yes its misspelled) is missing a NiAlphaProperty. An extra word of advice. Currently all your textures point to just the Textures\ folder. Not really a good idea to drop your textures in there. Create a new folder under the Textures\ folder to place all your textures in that will be unique to your model. Something like MyFarmhouse. Then don't forget to remap the texture paths. So, for example, textures\myfarmhouse\thatchroof01.dds. Keep in mind though, if these are using vanilla textures just map to the existing vanilla texture path.
  18. The completely depends on what you mean by "did not have this problem before" ... before what? What changed in your setup between before and now? It also depends on what mods you have installed, what body type you are building, if you're seeing a difference when clothed or unclothed, even what mod manager you are using (for MO2 you need to move bodyslide output from the overwrite folder to it's own folder). From the limited information you provided it sounds like you have another mod making changes in-game to your body. If you use Discord feel free to join the Bodyslide/Outfit Studio channel for easier one-on-one troubleshooting.
  19. If you found a tutorial to change movable objects to static then you have found your answer, just do the opposite. Change an Object From Static to Clutter; Expand the bhkCollisionObject branch, highlight the bhkRigidBody line. In the Block Details change the following values. Layer - from SKYL_Static to SKYL_Clutter Havok Filter Copy Layer - from SKYL_Static to SKYL_Clutter Motion System - from MO_SYS_BOX_STABILIZED to MO_SYS_SPHERE_INERTIA Solver Deactivation - from SOLVER_DEACTIVATION_OFF to SOLVER_DEACTIVATION_LOW Quality Type - from MO_QUAL_INVALID to MO_QUAL_MOVING Mass = give it any value other than 0. Like 25.0 should be a good value.
  20. I took a look at the meshes and I have to say the boots are very oddly weight painted, causing the skewing. You can import them into Outfit Studio to fix that by removing the toe bone and just weighting the entire lower half of the boot to the foot bone while keeping the top half of the boot to the calf bone. Similar to how dwarven boots are weighted. Just be careful to make the weights the same on the _0 and the _1 nifs, and while you're there fix the broken bones. If you need more help you can find me on the Outfit Studio discord server.
  21. There's this about creating grass in the wiki. You also do not need Shader Flag 1 Landscape in the nif but you will need vertex alpha so it will move/sway.
  22. 1) Yes, create a custom race. 2) Before you do anything, decide what "race" your follower should be, and therefore what animations it will use. If it is human then the model would need to follow the human make up of head, body, hands, feet and will need to be rigged to the human skeleton. Adjust the model if it doesn't fit, or manually paint weights, never adjust the skeleton. If it's a creature, pick a creature that is close in size and has animations that you want it to use. Once you decide that the rest should be easy.
  23. Load your mod in xEdit (you'll need the master installed as well), right click > select Clean Masters. As long as there is no trace of the "master" file left in your mod it will strip it from the masters list.
  24. Not sure if this will work or not but something you can test. First, make a copy of that poisonparalyze05.nif and give it a unique name. Open the nif in Nifskope. Also open meshes\animobjects\animobjectdrinkpotion.nif in a 2nd window. Notice the animobject has a line NiStringExtraData named NPC R Hand. Copy that into your new nif. That's what tells the object to attach to the characters hand. Edit your Art Object to point to that new nif and test it in game. I'm going to assume the position of the bottle will need adjusting which you can do by editing the transforms values, maybe even rotation values so it will take some guessing. Always apply the transforms before testing again.
  25. I don't believe you'll be able to add Sigrid to the prison so early. Sigrid is tied to the quest MQ102 Before The Storm (where the player follows Hadvar to Riverwood to talk to Alvor). She's basically forced to be in Riverwood until that quest ends and her alias is removed. In Alternate Start, none of that has been played out yet. It may be possible to move her there after that quest finishes (scripting).
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