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Hanaisse

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Everything posted by Hanaisse

  1. Have you tried HIMBO? With Bodyslide you can create any body type you'd like.
  2. 1. To fix this your worldspace needs to have Max Height Data calculated. Under World > select Generate Max Height Data for World (do not do for all worlds). Double-click on your worldspace name and follow the instructions.
  3. The Night Mother's Renewal released. Hope you like it. :)
  4. I followed this tutorial when making new .tri's, it might help. Did you maybe forget to conform in OS?
  5. I keep coming back to this thread, the idea has perked my interest and I too feel the same way. The other options are slightly disturbing and I'd like to try my hand at a decent overhaul. I can't promise amazing but I can work toward a respectful alternative to show Cicero actually cares for and is doing his job.
  6. Then I'm going to assume you have the latest version of the game. Do not use the racemenu version here on Nexus. You'll need to get the proper version from his patreon page (you do not need to join or become a member). Scroll down the page to find the posts section and download version 0.4.19.13 AE (in the second post, not the GOG version in the first post). Uninstall any version you already have and install this version and you should be good to go.
  7. What version of Racemenu do you have? What version is your game? The latest racemenu update for 1.6.640 is on the author's patreon page. The one posted here is for the previous version.
  8. No, that is not what I was saying. The sitcrossleggedmarker.nif needs the collision built into it, collision markers placed in the CK will not work.
  9. There's more to it than that. In order for the Player to interact with anything, the object needs collision. In this case, these markers are just that, markers, with no additional objects or collision. There used to be a mod called Use Special Markers - Resource that did add collision to all the special idle markers for the Player to use, but I can't seem to find it in search anymore. But if you can find it that's what you can use over your cushion. Hmm, maybe I'll make a new resource mod..
  10. Everything you build in Bodyslide will be output to MO2's overwrite folder. You need to move it to the mod's folder so it overwrites any "default" the outfit might come with.
  11. Setting up Bodyslide in Vortex is pretty easy, this gif is even linked on the Bodyslide page Installation instructions; https://staticdelivery.nexusmods.com/mods/1704/images/201/201-1537370120-1864925415.gif
  12. Does this help? https://www.nexusmods.com/skyrim/mods/106448 (the pics and main file are showing LOD, but the second file called "with cells" also shows cell co-ordinates if you can zoom in close enough)
  13. Possibly meshes/actors/character/animations/dlc01/paired_vampirefeedfront.hkx ? (there's also the paired_vampirefeedback.hkx)
  14. It's do-able, however Bijin mods have their own unique file structure. You'll need to copy/paste file from whichever texture replacer you want from its textures\actors\character\female folder into the unique Bijin texture folders. Fairly sure each Bijin mod is set up differently so you'll have to check each to find out where to paste the textures to. For example - Bijin Warmaidens has 3 folders for textures; - textures\actors\character\bijin npcs - textures\actors\character\bijin npcs 2 - textures\actors\character\bijin npcs 3
  15. There is a "DogLayingDownIdleMarker" (under Misc > IdleMarker in CK) that you can toss around the player home to see if the dog will use them. I'm not sure how NFF sets up the sandboxing for followers so not sure if they will use or not.
  16. Moving things on armor is not as simple as you may think. If you want to move things to different spots on the body you need to re-do the weight painting. For example; The mask is weighted to the head bone so it moves with the head (as you see). To move it to the shoulder you need to remove the weights to the head bone, and weight it to either the clavicle or pauldron bone. Same with moving other parts, like the mask to the waist would need the weights of pelvis and probably one of the spine bones. Along with weight painting you'll also need to change the Partition slots from Head to Body. I suggest looking up tutorials on creating armor in Skyrim, or come into the Bodyslide Discord for more help.
  17. Bethesda is aware of the issue (it affects more than just USSEP) and a hotfix for the recent update will be released early next week (last I heard).
  18. Yep, you can safely ignore it. The vanilla glass texture for male has an odd alpha channel in it that isn't even used. The nif files do not have alpha properties so it's not seen. If you were to add an alpha property to the male armor in Nifskope you would then see the same thing you see in Outfit Studio. If you do intend to retexture it at some point, just delete that alpha channel.
  19. No. If your game version is not 1.6.xx don't use the AE version. Look in the Old Files for the last update to SE v0.4.16.
  20. The brackets around [CBBE Body] in the Outfit/Body box means that CBBE Body is not available. The first thing to check is in the Group Filter right beside it, Choose Groups and make sure all the CBBE options are ticked. It looks like they aren't in your pic.
  21. For my last couple of mod uploads I've been unable to use the Duplicate in SkyrimSE feature and I'm wondering if it's just me. The little popup comes up saying it's duplicating with the little gear spinning away, but it will just sit there forever (I waited half an hour once and nothing). My mod pages are pretty sparse, a few lines of text only, plus a couple of pictures so it shouldn't take long to duplicate. It used to take a minute or two. I've tried it from both the My Mods page and from the Manage drop down on the mod page itself with same results. Anyone else experiencing this issue?
  22. If I understand what you're asking, you want to know how to apply the skin tint shader like body meshes have to the animal legs portion of your mesh? To use the skin tint shader your legs would require a 'model space normal' normal map (the _msn.dds) as opposed to a regular 'tangent space' normal map (the _n.dds). The model space normal map is used in lieu of the meshes normals and also requires the nif to be flagged as no normals in the TriShapeData. They would also require the skin (the _sk.dds) and specular (the _s.dds) textures, the same as body's use but made for your particular animal legs.
  23. You always want mip maps. No mip maps causes visual anomalies such as disappearing textures at a distance.
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