-
Posts
39 -
Joined
-
Last visited
Everything posted by aonach
-
So I've used CK for Skyrim pretty extensively (homes, followers, dungeons, etc), so I want to get into doing the same for Starfield. Starting basic, trying to make some small edits to some mod added clothes- specifically, trying to add showchronomark keyword from the Visible Chronomark mod, and swap some of the AA pieces on specific outfits. For example, changing the pants on one CrimsonX outfit to the exact same model (different color) of pants from EIT from the same modder. However, either of these actions renders the outfit invisible in game, though it looks completely correct in the CK. And yes, I've been mindful that the armor slots match between the outfit and the required AA pieces, and replacing skin parts as needed. The same goes for changing the armor slot on an accessory so it works with other accessories. In SF1Edit, you can make these kinds of changes using the copy as override into a new mod, but the problem with that is that I can't figure out how to go back and edit the mod that was made- if SF1Edit is closed and reopened, new items can't be copied into the mod- its just not an option in the list. I've tried duplicating the outfits to create new outfits with new ID's, but this has also not worked- those are invisible too. Maybe this is more of a problem with the game not loading in new mod changes or assets during a playthrough, but if that's the case, how do you test mods as you build them? Anyone know any tips or tricks? Thank you in advance. Edit: After a whole lot of troubleshooting, and ending up reinstalling the game, I think this whole thing may have been the result of too many plugins. Starfield's limit is significantly lower than Skyrim's.
-
Bodyslide- Custom slider set and Building armor morphs
aonach replied to aonach's topic in Skyrim's Skyrim SE
Now that makes sense. So many pieces to Bodyslide, I knew there had to be some logic to it somewhere. And that appears to be the ticket. Thank you much. -
So I've been tangling off and on with an issue that I just can't seem to figure out. Wondering if someone here might be able help me better understand Bodyslide.I have a custom slider set (Aon), but I'm seeing an issue where some mod armors can be directly built to the slider set, but not others (the custom slider set is simply not an option when building) And in batch building, even with custom slider set selected, those armors seem to build to their own dimensions, as I can see the body visibly change shape in game when I equip them.So far, trying to Google my way to solutions has been fruitless, as I can't find the specific information I need. Thank you in advance for any assistance.
-
In following these instructions, I'm running into an issue- neither of the scripts will auto-fill the properties. I've taken the normal steps- resaving and recompiling the scripts, restarting CK. Any ideas what the reason might be? Even if someone can give me pointers on how to set them manually, I think that would help. Thank you for the help.
-
SSE CBBE Morphs & Custom Followers
aonach replied to aonach's topic in Skyrim's Creation Kit and Modders
Nah, it isn't anything to do with overlays. Its the non-vanilla slider settings I'm looking to use. -
Anyone know how to get CBBE morphs and Racemenu slider settings to show up on custom followers? I get it to work sometimes, and sometimes not, and I'm not sure what I'm doing different. Anyone know the trick?
-
Do not change your 2077 mod path!
aonach replied to Aragingmonk's topic in Cyberpunk 2077's Discussion
Although, it isn't working for me. What's your secret? Except, I loaded in Cyber engine tweaks as per instructions. Not in the archive folder. Loaded my mods in and my game runs normal. Some mod makers will redirect their mods to the archive folder, yes. I will download them manually and redirect them to where they actually belong. -
Could those tools be used to create a static representation of the Racemenu settings that could then be installed into any game and work? If
-
Creating some custom characters and finding that the changes I make in the CBBE Morphs tab of Racemenu do not apply to the final character in game. Can anyone point me towards how to resolve this? Thanks in advance.
-
Hi all, Just beginning to get into the process of working with nifs. Starting with something easy: removing the cape from the Nightingale armor. Following the instructions found here: https://www.reddit.c...ing_nifs_basics I have managed to complete every step up until the NifConvert step, and then... There are two different issues I see: 1. Texture filepath: It always seems to change the filepath I set and then default the path in the main window to \. And in the General Settings, it keeps appending the filepath I input with '/data/textures' as though it insists that the textures are pulled from an active game filepath. Honestly though- Does this even matter? Does the tool care enough to error out about it? I mean, can handle the textures myself later. 2. Template: It seems to me that it won't accept any nif for a template- not even the original nif for the Nightingale torso_0 (I'm using only LE nifs, btw) I can't get to the step where I see the toggle to select "convert for Skyrim" There are a few variables here I can't seem to find information for- Does the template nif have to be anywhere specific in relation to the nif being edited to be accepted? Does the template nif need to have its version numbers set to 11 and 37? Does the program have to have proper filepaths for textures? Bear in mind, I am using Nifskope 1.1.4, Blender 4.2.9, and NifUtilsSuite 1.2.2.978. I have all my meshes to Blenderize in an isolated file structure away from any other game files. Also note that if I open the nif in NifSkope after exporting from Blender, everything appears to be in fine shape. Are there any other weird quirks with NifConvert? Like, does it have to have the export file in the same folder as the import file, or any nonsense like that?
-
Hi all, Just beginning to get into the process of working with nifs. Starting with something easy: removing the cape from the Nightingale armor. Following the instructions found here: https://www.reddit.com/r/skyrimmods/wiki/editing_nifs_basics I have managed to complete every step up until the NifConvert step, and then... There are two different issues I see: 1. Texture filepath: It always seems to change the filepath I set and then default the path in the main window to \. And in the General Settings, it keeps appending the filepath I input with '/data/textures' as though it insists that the textures are pulled from an active game filepath. Honestly though- Does this even matter? Does the tool care enough to error out about it? I mean, can handle the textures myself later. 2. Template: It seems to me that it won't accept any nif for a template- not even the original nif for the Nightingale torso_0 (I'm using only LE nifs, btw) I can't get to the step where I see the toggle to select "convert for Skyrim" There are a few variables here I can't seem to find information for- Does the template nif have to be anywhere specific in relation to the nif being edited to be accepted? Does the template nif need to have its version numbers set to 11 and 37? Does the program have to have proper filepaths for textures? Bear in mind, I am using Nifskope 1.1.4, Blender 4.2.9, and NifUtilsSuite 1.2.2.978. I have all my meshes to Blenderize in an isolated file structure away from any other game files. Also note that if I open the nif in NifSkope after exporting from Blender, everything appears to be in fine shape. Are there any other weird quirks with NifConvert? Like, does it have to have the export file in the same folder as the import file, or any nonsense like that?
-
SSE Best way to make/export models with blender
aonach replied to uhmattbravo's topic in Skyrim's Creation Kit and Modders
I'm im the same boat. Trying to get modelling with Blender in the now, and unable to locate what I need to get me set up. All of the "official" information now seems to be inaccurate. Were you successful in getting Blender to import/modify/export .nif files? If so, would you be willing to share your wisdom with me? -
[LE] Porting Custom Follower to SE
aonach replied to aonach's topic in Skyrim's Creation Kit and Modders
Yeah, replacing the CK dds and nif files I knew about- the mistake I made was renaming the old ones to replace the ones created by CK64 after resaving the esp. I was also not sure about how to set the settings in optimizer to export the nif from RM. Its the combination of variables that makes the process so difficult, and its surprisingly hard to find the right information on these things. You can spend hours digging through Nexus forums, Reddit, and Google til your fingers bleed without landing on the right page. I appreciate that you took the time to fill in the missing pieces. Cheers. -
[LE] Porting Custom Follower to SE
aonach replied to aonach's topic in Skyrim's Creation Kit and Modders
Update: I optimized the FaceGeom nif as "head parts only", installed the mod in SE, deleted the nif's and dds the CK64 created when I resaved it, and put in the old ones without renaming them with the new CK generated filenames. And behold, it worked. -
[LE] Porting Custom Follower to SE
aonach replied to aonach's topic in Skyrim's Creation Kit and Modders
First of all, thanks for all of your help! It seems I'm going to find every weird little issue that exists between me and the goal. Through several trials with error, I discovered that after optimizing the post-merged nif, I needed to hardcode the texture paths again. - A quick question here: When you optimize the nif in FaceGeom after running optimizer, what are the settings? Anything in particular I should do other than not select "face parts only"? I've managed to find partial success in two ways: 1. I can get the character in the game, but without the RM exported settings (mesh and or/texture- this is after resaving the esp in CK64 and overwriting the newly generated files with the right ones. 2. I got the character in the game looking correct from a distance, but caused the game to crash whenever I got within about 10 (in game) feet from her. This second may have been from using an unoptimized FaceGeom nif....I've tried this a wonderful myriad of ways. - About hardcoding the mesh files: How do you treat the RM exported dds file in nifskope? I see that its linked under head textures, and pasting it into my head textures file for the character and hardcoding it in nifskope for LE wasn't an issue. What would you normally do with that? I figure when you convert it to SE, it still needs to be found. Is that right? Again, thanks for all the assistance. -
[LE] Porting Custom Follower to SE
aonach replied to aonach's topic in Skyrim's Creation Kit and Modders
Ah, must be what I"m doing wrong. I have not been optimizing the head parts independently. I was optimizing the entire nif from FaceGeom after merging (not selecting head parts only). I think the exclamation point is due to the missing hair (which was not properly optimized) because on an earlier attempt to fix the issues I was having, I replaced the mesh files with the SE equivalents, and didn't see that problem (only the face was wrong). So the idea is to optimize each nif separately. She does look perfect in SLE. I even loaded up a preset to compare them in-game. I'm actually not sure why the textures didn't show up in that nifskope screenshot. I had hardcoded them prior to optimization, but I was shuffling files around to keep track of everything at the time, so I may have moved something. Let's see if I can get it right this time. -
[LE] Porting Custom Follower to SE
aonach replied to aonach's topic in Skyrim's Creation Kit and Modders
Thanks for the ideas. The posted video is actually how I successfully made the follower for LE. So I followed the steps, hardcoding the texture filepaths and using nif optimize before installing to SE. After optimizing, I checked it and found that the "head tube" thing was still an issue, but I installed it anyway, knowing that Nifskope can display a little weirdly sometimes anyway. After installing, I opened the esp in ck and resaved so that it would work in SE. Then I replaced the new nif it generated in the FaceGeom file with the one I had optimized (changing the name to match). Still went in game to see a bald, grey-faced red exclamation box person with the face that had been originally exported from the ck before using nif merge. I can't imagine where this is going wrong. -
Hello all, Trying to port a custom follower from LE to SE. I already changed out the generic nif's for the SE equivalents (body, hair, etc) and updated the texture filepaths. Now I am trying to copy the headparts from the LE Racemenu export to the nif exported from the ck, so that the face will be right. Can anyone give me a quick list of how this is done? I've tried optimizing the LE nif with nif optimizer, but when I open it in nifskope, it appears that the mesh is stretched into a weird tube on the top of the head, but I also noticed that it rewrites the the nodes so that they match the ck exported nif. The copy/paste over process is giving me headaches. Any help would be appreciated.
-
Hello all, Trying to port a custom follower over from LE to SE. I already changed out the generic nif's for the SE equivalents (body, hair, etc) and updated the texture filepaths. Now I am trying to copy the headparts from the LE Racemenu export to the nif exported from the ck, so that the face will be right. Can anyone give me a quick list of how this is done? I've tried optimizing the LE nif with nif optimizer, but when I open it in nifskope, it appears that the mesh is stretched into a weird tube on the top of the head, but I also noticed that it rewrites the the nodes so that they match the ck exported nif. The copy/paste over process is giving me headaches. Any help would be appreciated.
-
Additional issue: NifMerge will not accept the NIF file generated from CK for SE. What is the workaround for this?
-
Awesome. That answers my question, I think. Didn't want to install Oldrim, spend a lot of time in Racemenu, and then find out I can't use the exported .NIF files in SE.
-
After poking around, I found this (http://wiki.tesnexus.com/index.php/Using_a_face_made_with_RaceMenu_on_an_NPC_for_Skyrim) set of instructions for using RaceMenu to create custom head .NIF files. My question is, does this process work for creating them in Oldrim for SE? What different or additional steps may be involved?
-
Yep. Basically just deleting and remaking the green tirangles, then re-finalizing the mesh fixed the problem.
-
Yes, when I console summon my followers into the house, they act perfectly natural. And they leave with me. Oddest thing is, in all of my testing, they actually entered the house with me twice (out of dozens of tries during testing). So you think deleting the green triangles, sacking the load doors and recreating them all will do the trick?
-
I have a custom home I made awhile back. Aside from the horse not fast traveling to his designated x-marker, I've never had a problem. Until a couple of days ago, that is- suddenly, followers won't come inside with me. I have tried tweaking the navmesh (inside and outside), rand e-creating the load doors. I have ensured that the doors are sitting on nice green triangles and the mesh is finalized. The mesh outside is, of course, a bloody mess...because its vanilla. Now, I must admit that when I origianlly created the house, I did mess with the vanilla mesh a little bit- but whatever I did then, the house still "worked". At the point it stopped, I had changed nothing at all. I've tweaked and re-tweaked and nothing is working. The only next step I can think of is to go scorched earth on my mod's navmesh in SSEEdit and make it all over again...but I don't really want to do that, and I'm afraid I'll find out afterward that that wasn't the problem anyway. Any thoughts on what to try?