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lovender

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Posts posted by lovender

  1. Hey, guys!

     

    I'm having problem with vanila hair mesh that I turned into wig.

    The purpose is to make the head looked not bald when the visor's helmet is opened.

     

    In Blender, the hair is rigged properly in pose mode.

    But when in-game, the hair is floating around the head.

     

    I tried to figure it out, re-rig the mesh in Blender over and over again, but still no solutions.

     

    Any idea?

  2. Hello, Modders!

    I'm doing my very 1st project in MHW modding.

     

    I have a question btw:

    Tried to find tutorials on the internet, but haven't got one...

     

    I use body replacer (Innerwear) from a modder here in Nexus .

    Then I want to add Origin pauldrons from Origin female armor.

    I modified it in Blender 2.79b, and merged it into one mesh.

    But now, when I want to export the mod3 file, it looks I can't export it yet...there's an error message.

    I know, because there are still 2 armatures (one from Origin body and one from the Innerwear body).

     

    So, what should I do to export it and use it in game?

     

    Thanks in advance.

  3. Found solution from my best friend...

     

    The ears now looks the same like in NifSkope:

    MaleEarIssueSOLVED.jpg.055022a880414c2a0

    I think setting the NiMaterialProperty skin in the Nifskope (as in Fall Hair Wig Shop, Apachii Goddess Store, etc) is the cause.

    Vanila ears textures path is facegen\ears\human\EarsHuman.dds

    Maybe custom races need ear textures in the facegen folder, so if the game does not find a texture in that folder, it uses the footmale.dds textures for wearable ears.

    I tested in game, that changing the NiMaterialProperty to default is enough to fix the issue.

    So maybe we can make conclusion: NiMaterialProperty skin is just for lowerbody, upperbody, hand, foot meshes?

    And hopefully all the modders that include wearable ears in their mod know this important information.

    Problem SOLVED then.

  4. You say the ears look alright when worn by non-custom, Vanilla races? What body/body mod are you using, if any?

    For the male I use Robert's, the female I use DMRA.

    But only when I become the custom race then the wearable ears textures has an issue like that...

     

    edit: No, as I expected the Vanilla ears I found make no sense. They can't have been the ones used with their settings as is, else you won't have changing texture with different race.

    Yes, vanilla ears have morph feature or something like that to follow the character's head size. So I don't use that.

    But I cannot upload nif file here...I think it's forbidden in Nexus.

    Anyway, the ears meshes I used is the same from Fall Hair Wig Shop mod.

    I tried to wear wearable ears from Apachii Goddess Store and the textures issue is the same.

     

     

  5. Anybody know what's the cause of this kind of issue?


    MaleEarIssue.jpg.60004682cc1062a35ddfcb9


    It happens to custom race player...


    It has no problem if equipped by vanilla race.



    I always include ears (using ears mesh from removable ears mod) in the helmet & in the wig mesh.


    In the nifskope the ear textures looks like the pic on the left.


    But when in game, the pic on the right is when equipped by custom race.


    It looks like displaying the textures of footmale.dds in characters\imperial\male folder.



    The path in the CS / TES4Edit is already correct I believe:


    PW4Tes4EditEars.jpg.1974bb2f65249afc3e9c



    If it correspond to archive invalidation, I did it twice; once manually and once again this afternoon using OBMM,


    and the body textures for my custom race has no problem.


    But for the wearable ears, the issue still occurs.



    Anybody can give solution?


  6. Hi, Drake.

     

    I fixed the neck's vertex in Ren's head, because it didn't connect with the body perfectly.

    But after export it from Blender, when in-game the eyelid's blinking has an issue where the eyelids became messy... (hopefully I don't have to show picture of it)

    I believe because it didn't match with the previous .egm, .egt, .tri files.

     

    Is it hard to fix?

     

    (It it's hard, then maybe I'll just fix the body's neck to match the head's neck then...)

  7. Like I said, look at your top "menu bar", the same where "Files" is to be found for loading a plugin. There's a menu "Gameplay", close to the end of its pulldown an entry "Idle Animations...". There you'll find them all, and there you can change the KF files they use, including paths to them.

    Found the menu "Gameplay > Idle Animations".

    But, oh no... this is bad... It seems like you cannot change the path...

    Because there is the Characters/_Male/IdleAnims tree, but you cannot duplicate them and rename it to Characters/_Katana/IdleAnims.

    Even if you try to edit the file from _katana/IdleAnims folder, there will be error message "invalid directory".

     

    Any idea how to create the new _katana path or to rename _male path?

  8. Actually, the animations themselves are defined inside "Gameplay" > "Idle Animations..." from the top menu bar, not any of the records found inside the Object Window.

     

    But you're right it seems. They actually do specify the entire path, starting from "Characters", including "_male", for each.

    So if your suspicion is right, all those coming from the idle animations mod would have to be duplicated and switched to the other path.

     

     

    But the real trouble will be the controlling changes. Those mods mostly work by adding invisible (unplayable) misc items (=tokens) into inventories, and these idle animations in the idle manager are set up in way so they play when the respective token was found. Which token is added to the inventory controls which idle animation will be playing while it is.

     

    Having both the normal and the switched animation use the same token should only lead to the idle manager not being able to select, or select the wrong one sometimes. The switched animations would need their "own" tokens. But then the scripting adding the tokens according to the menu selection would also have to be changed/expanded.

     

    Easiest solution would be to duplicate the plugin itself, rename it, edit it in the CS and change all its animations' paths. Leaving the tokens intact inside their own plugin will isolate them from the other plugin's tokens absolutely fine, even with the exact same EditorIDs. And leaving their EditorIDs unchanged will make it so the scripts also won't need to be changed. Only thing left is making the trigger for the selection different for normal or switched. But this will also be, as they're either an activateable item or a spell, and these will again be isolated duplicates on their own when the entire plugin is duplicated. You'll just get confused by their identical "display names", not being able to tell them apart. But this can easily be fixed by "renaming" these for the copied plugin inside the CS.

     

    So, do you know how to change the animations path?

    I can only find mod object in Miscellaneous tab > AnimObject with one of the options path: characters/_male/Idleanims

    I scroll down the options, but there is no _katana/Idleanims path, so it has to be made.

    If you know how, please let me know, then I'll work on it ASAP.

    Thanks

  9.  

     

    Quite the thread necromancy, but in a way it is related.

    To answer your question, the mod page itself explains it best:

    == How's it work? ==
    An additional 3rd person skeleton has been added with the back and sideweapon bones swapped.
    A set of animations for this skeleton are included which also have back and sideweapon references swapped.
    Of these animations, onehand equip and unequip animations have been renamed to twohand, and vice-versa.
    When the player equips a re-oriented weapon, the player skeleton is reassigned to this new skeleton.
    When the player unequips a re-oriented weapon, the player skeleton is reverted back to default.

    (With a hex editor and sufficient motivation, one could create a compatible set of alternate animations for use with any animation replacer.)
    The new skeleton and animations can be overridden by placing replacements in "data\characters\_katana\"

    == Additional Info ==
    It appears that Get Up and The Jump Project 1.2 animations are already compatible (they have no back/sideweapon bones), they just need to be copied to the right place:
    - Extract the files to a temp folder
    - Rename the _male folder to _katana
    - Move the Meshes folder to your Data folder

    The player's 3rd person skeleton is switched when weapon-orientation is switched.
    Animations only work relative to the skeleton. Switch the skeleton and you switch the whole animation set it uses/can use.
    By switching to "meshes/characters/_katana" (does the description have a typo here?) the animation set is also switched to everything inside this folder, -not- inside "meshes/characters/_male" anymore, as where all animation mods otherwise go.

    So if you do as told and copy&paste all the files and folders of those animation mods into "meshes/characters/_katana" as well, they'll work fine again even while weapons are switched... "provided they do not contain conflicting bones" as the author explained. But it's just a matter of trying it out to see for yourself.

     

     

    Hi, DrakeTheDragon

     

    Thanks for your explanation.

    But I did as told and copy&paste all the all the files and folders of those animation mods into "meshes/characters/_katana" before I create this topic. But still the animations still not triggered.

     

    Here's my 1st theory:

    All the pose mod always activate animations from _male/Idleanims folder.

    Sheath swap mode use the animations from _katana folder.

    Then I think I just have to also swap all .esp files of the pose mod to trigger the animation from all the animations I copy&pasted to _katana folder.

    I tried to analize one of the .esp file and found that the pose is trigger from Miscellaneous tab > AnimObject.

    In one of the mod object there, there is an object that use the path: characters/_male/Idleanims by default.

    So the only question is: how to create the path: characters/_katana/Idleanims in the creation kit?

    If it can be done, then I think what I'm gonna do is to create alternate esp files for every pose mod if I want to use Sheath Swap mod.

    Hopefully my 1st theory is right.

    2nd theory:

    Maybe all the animations in _katana folder should be made compatible with sheath swap mod.

    If the 2nd theory is the right one, then I think it's out of my reach... :confused:

  10. Hi, guys...

    I remember SW Battlefront's icon is a Stormtrooper helmet's lense with reflection of the Rebels.

    star_wars_battlefront_v5_by_sony33d-d9ej
    But then when I play as Stromtrooper/ Sandtrooper/ Shocktrooper (with mod) and use Cinematic Tools (offline) for screenshooting, I can't see the reflection on the helmet's lense.

    Only when I play as Shadowtrooper that the helmet's lense is reflecting image the same like in the Battlefront's icon.

     

    Check out my Images here:

    https://www.nexusmods.com/starwarsbattlefront2015/images/33

    https://www.nexusmods.com/starwarsbattlefront2015/images/25

    and see the difference between the helmet's lense of the Shadowtrooper and Sandtrooper.

     

    Anybody knows about the mod that can change the helmet's lense like I mentioned above?

    I know a bit about modding, that maybe the Alpha Channel in normal map for the helmet's lense should be white...

     

    Thanks.
    And may the Force be with you.

  11. I only use ATE mod http://www.nexusmods.com/oblivion/mods/44146/? . But it's not shadow mod.

    I used the same alpha settings for the tattoo & the hair, so the issue is the same.

    Yes, hair / tattoo catches canopy shadows. But the goal here is to catch object's shadows.

    The tattoo still didn't catch shadows from the hair when the camera zoom in.

    But when the camera zoom out, the tattoo catch shadows:

     

     

    http://i1114.photobucket.com/albums/k540/lovender82/ISSUE2.jpg

     

     

  12. Hello, everyone.



    I have an issue in creating realism for Oblivion.


    As for you know, a mesh with DXT5 textures (textures with alpha channel) didn't catch shadows.




    *Issue is shown in the attached files:




    I used transparent mesh for the tattoo on the back and can be equip / unequip.


    When unequip the tattoo, the back area catch shadows.


    But when equip the tattoo, the same area on the back with the tattoo equipped didn't catch shadows.


    Any solution?



    Thanks in advance.





    -lovender-


  13. Hello...I have a Lightsaber mod here:

    http://www.nexusmods.com/oblivion/mods/34766/?

     

    And there are gems (light source) in the mod, using light source ID in CS.

     

    My question for a long time ago in a galaxy far, far away is:

    "Can we attach/link a gem to a lightsaber with script? So the lightsaber will be looked like producing light & cast shadows to the nearest objects."

    I believe it can be done.

     

    Thanks in advance.

     

     

    -lovender-

  14. Well, I did it like that: "...\Oblivion\obse_loader.exe" -oldinject

    But then when I click on the shot cut, there's an error saying:

     

    "You are trying to use a Steam version of Oblivion.

    Steam users should launch the game through Steam, not by running obse_loader.exe."

     

    Same with OBMM. I can't launch Oblivion through OBMM.

    Only through Steam Oblivion desktop short cut.

     

    Hmmm...so dilematic.

    I'm using obse v0021 because of the mod Tail-slot Equipment Helper.

    It will automatically equip your NPC with tail slot equipment.

    But now, I can't use Construction Set.

     

    What I did now is try to set the target path to: "...\Oblivion\TESConstructionSet.exe"

    & the Construction Set is working now.

    What I'm afraid of is just if some script can't be saved using the editor.

    Let's hope it didn't happen.

  15. http://www.justpushstart.com/wp-content/uploads/2011/12/shadowmere.jpg

     

    Yes, it's Shadowmere from Skyrim.

     

    My question:

    Can we make Shadowmere's eyes shine like that in Oblivion?

    The eyes looked like a light-source in Skyrim.

     

    I'd like to make Shadowmere's eyes like that in Oblivion if possible.

     

    Thanks.

     

     

    -lovender-

     

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