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Hanaisse

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Everything posted by Hanaisse

  1. The thing about auto-generation is you will always need to manually clean it up. From the CK Wiki - Navmesh page; If automatically-generated cover data looks wrong, you can modify it by selecting an edge and clicking the "Edit cover for edge" button in the navmesh toolbar.
  2. It sounds like either one of your custom objects or resource object has leftover collision still attached to it. You can check this by loading your cell in the CK and hit F4 to toggle on collision, shown as black lines around objects in the render window. Figure out which object is projecting the invisible collision to that spot. You'll have to recreate the collision.
  3. NifMerge does not work for SSE. Here's an alternate process that's easy to follow.
  4. You will never get that LE body to work the same in SE. LE and SE use completely different types of physics. Especially that body with TBBP which is very old (not even considered physics) will not work the same in SE. I still strongly suggest you get Bodyslide working and go with BHUNP. You can then choose variations of jiggles/bouncing with the CBPC mod.
  5. Reading this and having read your other thread I just wanted to say you're making life very difficult for yourself. Why convert a very old outdated UNP body from LE to SE? You could just install the newer version BHUNP body that contains all the physics necessary for SE. It may already have a preset of that UNPK body you want, or it's simple enough to recreate the same shape in Bodyslide. If you want to continue with your way of doing things, you'll still require the BHUNP body installed so you have a reference to copy the physics bones from into your own body (ie; all the breast bones). Because the old UNP body is lower poly there may be difficulty achieving perfect weighting. Either way you'll then need all the other requirements for physics in SE like Faster SMP and the XPMSE skeleton, possibly even CBPC for configuration options.
  6. Add Bit 0 (Animated) to your BSXFlags and remove Bit 2 (Ragdoll), see if that helps.
  7. Common causes could be conflict or trying to use armor mods that are not made for the body type you're using. You'll need to provide a lot more information for help. What body type are you using? What are the mods that make the body invisible? And just to be clear, because this post is in the Skyrim LE forum, are you playing LE or are you on Skyrim SE? Are you trying to use mods for the wrong game?
  8. What version of the game are you running? What version of SKSE64 do you have? What version of Racemenu do you have? Racemenu doesn't conflict with any other mods, so make sure your game runs without it first and/or resolve any other issues.
  9. I don't see anything wrong with it. One thing you can try, and this has tripped me up before too, is make sure in Outfit Studio Settings that you have the Reference Skeleton set to the actors/draugr/character assets/skeleton.nif before export.
  10. No, it will not work in LE. LE and SE use entirely different types of HDT SMP, not to mention SE meshes will not work in LE without conversion.
  11. BP_TORSOSECTION_RIGHTARM is not a valid partition for Skyrim. Make the partition for the arm the same as all other parts which is SBP_30_Head. Also, for some reason, the root node of your nif is a BSFadeNode when it should be a NiNode. You can convert that in Nifskope by right clicking on it. You could also fix the partition in Nifskope.
  12. Right off the bat I see a few things wrong with it. In the package you have a Meshes and Texture folder. What you need is a TextureS folder, not texture. You should also create a sub-folder for your textures, same as the mesh. Like this; Data/ ..Meshes/armor/Subzero/ your mesh here ..Textures/armor/Subzero/ all your textures here Now for some cleanup in NifSkope. In the BSShaderTextureSet block, the textures need to be directed to the textures in the format above in order for the game to see them. It also needs to be a dynamic link, not a static link like you have. So the first texture should be "textures/armor/Subzero/sub_gear_a_017_d.dds" and the second texture should be "textures/armor/Subzero/sub_gear_a_017_n.dds" (without the quotes, obviously) The game does not use a _ao texture so just erase that 3rd texture you have there.
  13. You're on the right track. In order to "wear" the item you need to rig it to the head, like helmets and circlets are. There are several ways to do that. 1. You can import the item and the vanilla head mesh into Blender and fight with it to weight the item to the head, it's not quite an elegant process flow. Btw, that's my tutorial and it's old and not worth following (and yes I know the links are broken). 2. The easiest way I work with meshes and rigging is in Outfit Studio. Simply import the item and the vanilla head mesh, set the head as a reference, make sure the item is aligned to it, right click and copy bone weights. Delete the head and export the item as a .nif. Make sure you're using the correct partitions/body slot for your item, both in the nif and in the ARMO/ARMA records. Use SBP_30_Head if the item covers the entire head (like an ebony helmet) or use SBP_31_Head if it is like a hat (or iron helmet). Very important point - make sure to delete the collision of the clutter item before rigging it. Save a copy though for your world/inventory object.
  14. CBBE always first as the base, 3BBB second and let any files overwrite. CBPC doesn't matter, it's installation doesn't impact the other two.
  15. 1. What mod manager are you using? Any further troubleshooting entirely depends on that. 2. What version of the game are you running and what version of SKSE64 are you using? It sounds like either a mismatch of versions or SKSE isn't installed properly (which leads back to question 1) 3. Combat Gameplay Overhaul requires Nemesis tool to work, not FNIS. Both require that you have the XPMSE skeleton installed.
  16. You can preview animations by opening any NPC record with a full preview window and going to the animation tab. Click on any animation and it should play - however not all of them do so may still take a bit of guessing.
  17. Just to hopefully clarify, 4.2.9a is the latest version that works for both Steam and GOG games. I couldn't say why NMM shows both, possibly because the archive file name is different? (Nexus downloads have additional mod numbers) It's probably safe to delete the download from AFK and stay with the version you already have.
  18. The dragon priest model - or your tunic - is rigged (weighted) to the dragon priest skeleton, not a human skeleton. You'll need to delete all it's existing bone weights and copy bone weights from the female body to it.
  19. With the render window active try tapping the M key to toggle markers. If that still doesn't work, go to the View menu and tick/toggle all the marker types you want to see.
  20. I agree. Both are equally good, both equally have their slight flaws. I did tend to enjoy Falskaar more. Not sure why you say you can't have both, but at least do one then the other.
  21. The Template Armor box tells you the template it's drawing from.
  22. The Unofficial Skyrim Special Edition Patch covers general AE. Additionally, the Unofficial Skyrim Creation Club Content Patches covers each DLC addon.
  23. Bodyslide merely looks in your games Data folder for what body textures you have installed, of which you can only have one family at a time. So no, there is no mechanic to swap to a different folder within the program.
  24. They can be safely ignored. Don't try to delete or disable them, for the sake of compatibility reasons. If they're in your way while trying to work on your mod you can click on them and tap "1" key twice to hide them.
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