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Hanaisse

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Everything posted by Hanaisse

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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).
  7. You've let USSEP update to the latest version 4.3.0a which requires the latest SSE version 1.6.1130. Either update the game or drop USSEP.
  8. I would suggest taking copies of the elven armor and creating a new "gilded armor" set to be it's own thing, much like this mod has done.
  9. The only difference is the name. Both sets use the same .nif files.
  10. Well, this can be answered in different ways depending on what mods you use. If you use CBBE, Touched By Dibella or BHUNP body mod then you should have already downloaded and used Bodyslide for that. Follow the same process to ensure Bodyslide builds the KS Hair collision files for your body type. If you don't use any body mod, then you don't need to do anything.
  11. Most static hair (non SMP) is made that way to ensure it doesn't clip into armor or the body (with more bustier gals). The only thing you need to do is to build the collision models for the KS Hairs SMP in Bodyslide to your preset and that will avoid clipping even more for those hairs.
  12. As you are not a Premium member you have no choice but to download each individual mod from the collection. From the About Collections page;
  13. Only some mods with dependancies to SKSE are "broken" from the latest update (and possibly any future updates). So you're fine, your mod will not break anyone's game.
  14. For now, from the forums Home page, scroll all the way down to the bottom to the Nexus Mods Game Forums section - select the letter of the game you want - scroll to infinity to find the actual game. This takes you to what the previous forums setup was instead of the odd "Community" page that is currently linked from the actual game sites. I have to add my 2 cents here. There is no current purpose to the Community pages (IMHO) and the talk of trying to set it up into sub forums is redundant. The old forums are still here, I just wish the game site linked to it.
  15. I see a lot of confusion in your mod list, specifically around the female body mods you have. The game allows one body mod applied for females and you have three. They are seriously conflicting. Choose either CBBE, CBBE 3BBB (which requires CBBE anyway) OR Touched by Dibella. Not all of them. Once you choose which look you prefer make sure to uninstall the other and make sure to only install outfit mods for that body type. As for Bodyslide, it's the best way to select a shape for the body to suit your own taste. There is a walkthrough on every Bodyslide page on how to use it (in the comments pages, 2nd sticky post) or you can join the Bodyslide Discord server for help. The other thing I see is both Faster SMP and HDT SMP. You should not have both. Faster SMP is the prefered mod that replaces old HDT SMP, so uninstall that.
  16. A Bodyslide preset and a Racemenu preset are two entirely separate things, they don't even share the same file format, so no you can't just copy/paste anything or mix and match between them. Your only option really is to rebuild a standard body in Bodyslide for NPC's, making sure you've ticked the Build Morphs box, and try to recreate a look only for you in Racemenu.
  17. Welcome back Nexus forums. I have to 100% agree with gnarly1, the white is very jarring. Maybe because it also looks almost bold? Using bold isn't exactly showing much difference. On a more general note, the forum link from a game specific page used to take you to that game specific forum. It now lands on the main forum page and you have to dig to the game forum. Would that previous behaviour possibly come back?
  18. It sounds like you are trying to use outfits that use SMP for the cloth parts and you don't have all the requirements, hence the skirt dragging into the ground. Make sure to read instructions of outfit mods and get the requirements needed. As for "build in bodyslide", each Bodyslide mod page has a full walkthrough in the comments section.
  19. (you could have started a new thread instead of necro'ing a 6 yr old thread) NifMerge only works on Skyrim LE meshes. If you're working on Skyrim SE meshes (and why its all greyed out) follow this video; How to edit NPC's without NifMerge
  20. Which body mod are you using and are you sure you built the correct one in Bodyslide?
  21. This is definitely not typical game behaviour so posting your load order might help. Sounds like a specific mod you have.
  22. Yes, you can weight vertices in OS. Load the outfit project (or import the mesh if it's not a project), find the verts, determine the nearest bone you want to weight them to. Go to the Bones tab, select that bone and you "paint" the weight level you want on those unweighted verts.
  23. Create your mod in the Skyrim LE creation kit first, test it in LE until it's done and ready to release then convert it to SE. That's done by simply loading the .esp into the Skyrim SE creation kit and re-saving it. This changes a flag in the .esp for SE compatibility. This cannot be done the other way around.
  24. I've never done cover edges myself, none of my personal projects required it, but judging by the tutorial on the CK Wiki what you're seeing is normal. The algorithm for nav mesh, I assume, will split triangles if they are too large or if it decides to only use part of an edge for cover. You can see it by comparing these two pictures; Original final navmesh After cover data So I wouldn't worry about it. It's not going to impact NPC's if there's a few more smaller triangles. As for cover data that looks wrong, it would depend on your cell and what your cell contains. If cover data was generated but will be behind objects you've placed that an NPC can't get behind to use then I would unmark it.
  25. Water Triangles (Blue) allow you to indicate an area of deep water. Some creatures will behave differently while in or around water. - from the CK Wiki - Navmesh page It's my understanding you want blue at the point the water is deep enough to swim in. Making shallow water blue will put the character in swim mode. You can always look at vanilla areas for a better idea.
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