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Everything posted by roland113
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"Unknown Error1" when exporting nif file
roland113 replied to Deleted51618351User's topic in 3ds Max
ok - I've done some trial and error with this.. Confirmed Yes - it is a 4+ bone weighting bug warning. The NIF tools / Max export "unknown error 1" is a skin warning that you have more than 4 bones influencing a vertex. Would have been convenient if the tool gave this warning an explanation. The problem is that once you get this error - even if you correct the problem, the error warning often persists... so you have to do a clean start from the beginning and you won't get this error. I did have a few cases where I made small adjustments and did not get the error afterwards.. I discovered that after I did a "skin wrap" to clothing that the "advanced parameters" tab on the SKIN in my stack starts at a stupid default of 20 and had to be set to 4. I also needed to check for low junk skin weights and remove them. So I applied "Remove Zero Weights" and other tools to purge inconsequential junk weight from bones that shouldn't be influencing my asset. In a few cases after I got this error I had to completely delete and restart my skin weighting and prep my skinning before i export and hit this warning. But typically if I am careful and do my preflight check before I publish to NIF and watch for 4 bone weighting I have no errors making skinned clothing/armor. -
"Unknown Error1" when exporting nif file
roland113 replied to Deleted51618351User's topic in 3ds Max
When exporting with 3dsMax 2018 - the NIF tools gives "unknown error1" pop up window when I try to export a skinned mesh and export fails. Anybody find solutions for this? Or have alternate art pipelines that work better than Max 2018? Are there any newer versions of 3dsMax and nif tools that are working better? -
I'm thrilled to see that coming to the Nexus. As a fan of big mods that take a long production time - I salute this team and their efforts.
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Very well said. I look forward to your ideas, management and enrichment of the community.
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Welcome - and good luck with the front and backside of the site renovation. That's never an easy task.
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Steam and Bethesda remove paid modding from Skyrim Workshop
roland113 replied to Dark0ne's topic in Site Updates
In response to post #24742594. #24742759, #24742849, #24742924, #24742934, #24743009, #24743059, #24743149, #24743254, #24743299, #24743359, #24743449, #24743474, #24743514, #24743524, #24743584, #24743604, #24743624, #24743724, #24743739, #24743769, #24743774, #24743884, #24743929, #24743984, #24744049, #24744139, #24744159, #24744279, #24744479, #24744519, #24744574, #24744719, #24744789, #24744794, #24744929, #24744964 are all replies on the same post. Well said FavoredSoul. You nailed it on the head, all the common negatives mod creators get a lot of as they pour their hearts into work. The 1 or 2% of people who take the time to hit the endorse button and people who want to use it to extort their requests even through they keep coming back and downloading every update you do. There are always a few trolls and angry, immature weirdos out there who ruin any online community or game. It's easy to put up with community crap when its a paid job and you've got people plunking down monthly subscription fees, DLC or other things. Its entirely another when you're basically sharing stuff for free that you're doing for the pure passion of it. Online game communities always schism like this when big changes hit too. Even good people get all worked up into a froth, and misinformation spreads too. Tensions rise and things become as volatile as if things were red hot discussions on religion or politics. I've seen it time and time again in the industry, and I'm even going through some stuff like this at my day job right now. ugh. Make a change in an existing system and all hell breaks loose. It's easy to get furious at the jackasses of the world - but when all is said and done - I hope you're still able to appreciate the good community people too. I still love working with the good people here in the Nexus community who are for the most part really cool and enthusiastic. I've met a lot of nice modders and fans from around the globe, and made quite a few really nice people here. The letters/ videos/ posted art and the helpful suggestions I get really make all the difference for me when I'm modding. It keeps me motivated and from working in a vacuum, and makes it easier to strive to improve. For me this is basically my nightly jam sessions, and my free time to do whatever work I want, the way I want. The haters - well if they start to cross the lines I just delete them from my boards or ignore them. As for Steam - i mostly stayed away from that from the start, and will continue to do so because its community has never been the same caliber the Nexus is. -
Steam and Bethesda remove paid modding from Skyrim Workshop
roland113 replied to Dark0ne's topic in Site Updates
Steam and Bethesda simply weren't ready for this step. You can't just put up a pay barrier the way they did for community created content. I've worked with many companies that do this and they have patients on all kinds of complex systems to protect modders and consumers from all sorts of issues. Any game or system that is going to charge money needs to have a whole system designed around it to prevent fraud, concept / asset theft and people working around paying. The corporations need an entire support staff for community problems, and air tight system for secure data to go onto peoples games. With Mods like Skyrim none of this encrypted security existed and anyone could have easily gotten a popular mod and inserted it manually. I think Steam and Bethesda just realized they were not ready for this yet and it was a too big of a headache to make it financially worth while - so they shut down their experiment. In pay systems that do work - The really good People can make good money off of their Community created content in the right environment. (although most 'good' people just make enough to mildly supplement a regular monthly income) However any cash rewards those who do work is good enough to pay a small fee for. Those creators who aren't good soon learn they must go free or improve their work because nobody purchases their work. But if a modder is good enough for a few million people to download their work - they're probably making content worth paying a few bucks for. But all this discussion is neither here nor there - because this partnership was simply too undeveloped in its infancy. A good experiment, and like many new failed things, I hope they learned something useful from it all. -
Quick updates to the site, money money money edition
roland113 replied to Dark0ne's topic in Site Updates
I for one will be staying here on the Nexus, and keeping my work free. Since the Nexus's start, I've always enjoyed the quality of the community, moderators and Mod work posted here. I find it very valuable and educational to interact with the community, and not be in my studio doing Mod work only for myself. Don't know about what you all think, but I've always found Steam to have a poor environment for development feedback. Far too many of the comments look like drunken text messages to me. Worst of all, I think the Steam workshop's habit of turning a blind eye to people who use art pirated directly from games very disturbing. Obviously, as a game artist, that bugs me to no end. I hope Steam will clean up its act now that money is exchanging hands. -
LE Decapitated Heads as retrievable items
roland113 replied to TomGunn's topic in Skyrim's Mod Ideas
adding bloody skulls and body parts would be easy. You could even craft a blood skull/spine into a clean one for display. but adding a unique head per NPC that you can keep - super tricky. -
the decapitation Gore mesh is showing - Perhaps the bodypart ID of that model is incorrect. If its decap properties are not set to 150, it could be show up at the wrong time.
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Condition Function for an effects trigger when weapon is drawn
roland113 replied to roland113's topic in Skyrim's Skyrim LE
ok - figured this out. The trigger isn't exactly binary as it seems. you use a return of 2 in the field normally set on the scale of 0 - 1 use ISWeaponOut Returns: 0 - If the Actor does not have a weapon drawn.1 - If the Actor has only his fists out. No magic or weapons have been drawn.2 - If the Actor has a weapon in either hand. Spells do not count for the purpose of this function. -
I have a spell effect that I wish to trigger when any weapon is drawn & at the ready does anyone know a good Condition Function to call - and the specifics to make sure this works right? I've already tried "IsWeaponOut" but that only triggers the effect when the avatar's fists are raised - not actual weapons.
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Custom NPC Merchant - buys, but my gold does not increase
roland113 replied to roland113's topic in Skyrim's Skyrim LE
Ok - Turns out that there is a bug in skyrim. If your Vendor has too many expensive Items and too much gold in his posession (something beyond 10,000 or 30,000 - reports vary)-- then the vendor will not transfer gold to your account. -
Well I've got an interesting bug in my mod. I've got 2 NPC Followers and one Trainer I've made who are in completely different and far away places in the mod. And - - who will ,at the start of the wedding ceremony - appear suddenly in the temple, and slay the priest and guests! Messed up right? wow - yeah - some seriously bad wedding crashers. Anyone have any idea what tag or bit of AI I should be setting to keep them from appearing and acting like psychotic Ex BF/GF's? WHY - How do NPCs get summoned to a wedding? Is there actually a relationship between the Player and his 'relations' NPCs tagged as relatives that show up?
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I've a created a custom NPC - he agrees to follow but none of the "dismiss" or "trade" dialogue quests show up. typical generic set up of the NPC -Relationship: Ally to Player - Potential follower - Current Follower Faction, put a -1 in the current faction - Made Unique - Made Essential - Helps Friends and Allies I've tested with custom quest dialog for the custom race - and I've tried using default Kahjit voices. I am able to get them to accept to join me - but they do not offer the Dismiss or Trade that are set in the quest dialog. Is there a current bug or fix I should be aware of that might be contributing to this error?
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Nested commenting, sticky posts, latest versions, drag n dropping and
roland113 replied to Dark0ne's topic in Site Updates
Hooray - I was so happy to see the ability to Nest comments so threads discussions would stay logical. I give a lot of feedback on my mod and communicate to community using this. You've added a lot of VALUE to the site with change! -
Anyone using Max 9 have this problem with creating morph targets? I've had some unusual bug occurrences in my Max 9 to Nif when moving verts around to make the different Mesh_0 / Mesh_1 model variations needed for morph targets. Seems I can take a properly finished, textured and rigged model - move a few dozen verts around - and when I export and test - I quite get explosive results. My Vertices # are renumbered as if I altered the mesh vert count. I haven't cut or applied any modifiers that would make new vertices. I apply soft select and pull verts - use FFDs 3x3x3 - and some scale tool use. I'm not extruding or welding or breaking or making new verts here - just moving them around. Sometimes I get this bug if i just pull verts around with no modifiers applied at all. According to Nifscope - Mesh_0 and Mesh_1 seem to totally have different vert numbers - and might even be spitting out different vert counts on a few models?!?! Is there something wrong with Max 9 - or is this something others have to deal with, and I can correct in the NIF tools.
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I am also very curious to know if these attributes have to be hand edited in the one of the .INI files, or if Jump height can be altered with the Creation Kit as a field and saved out as an ESP. Or is this something that has to have a custom script written in the creation kit?
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LE New Sounds for New Creatures
roland113 replied to roland113's topic in Skyrim's Creation Kit and Modders
Yeah - this method seems to work the best - just generate the sounds normally - then make a new Quest and use keywords to assign it to creatures and scripts to make it go. The quest system has everything from being hit - to changes in alerts - to finding friends dead and everything you could want. A much easier way than messing with the Havok Animation files without proper tools. -
BLOG PIECE: Nexus moderation system overhaul, etiquette and ethos
roland113 replied to Dark0ne's topic in Site Updates
"our zero-tolerance policy to trolls and general riff-raff has been one of the biggest draws to the site." BINGO! Glad to see you guys keeping the course and working on to improve things for the community as a whole. -
problems Creating Updated BSA and ESP files of my mod -
roland113 replied to roland113's topic in Skyrim's Skyrim LE
Yeah - i've done that - it seems like the issue might be with the ESP file. Most of the people who have issues are non USA / English version users. I wonder if ESP files can have international bug issues? Or maybe something on a server someplace is giving people bad downloads.. hmm. -
Creating updates for my mod - Making and Uploading new ESP & BSA files to the nexus. I've been having problems with latest releases of my mod where some users say everything is OK - and others (international users?) load the same BSA & ESP and complain its not working. Oddly enough many of the people complaining the new BSA ESP don't function - have been able to upload and use previous versions. I've asked folks to clear all old files - but many say the ESP file is bad. I've gone so far as to put all files into - model sound textures folders for people to manually drag into their data folders - trying to avoid errors in the ESP and BSA communicating. I still find I have problems with a lof of users Anyone have any suggestions - I know this is a vauge problem - very frustrating. Thanks!
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LE New Sounds for New Creatures
roland113 replied to roland113's topic in Skyrim's Creation Kit and Modders
Thanks guys! I'm going to give the different techniques a try - I'll let you know how well the prototypes go!