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scorrp10

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Everything posted by scorrp10

  1. Ok, here is the deal with your .esp. You set the 'ArmorRace' as DefaultRace. Btw, you are only setting it for Female. You either need to also set it for Male, or make Male Fahrnymph use regular 'SkinNaked' body. But anyway Fahrnymph race uses DefaultRace for its armor checks. Which would include the naked body. Except its component ArmorAddons are not flagged for DefaultRace, and 00FahrSkinNaked is actually using vanilla ArmorAddons for DefaultRace. That is, is you open 00FahrSkinNaked, and instead of 00FahrnymphRace, select DefaultRace, you will see why vanilla body ends up being used. So what you need to do: Make the ArmorAddons (Torso//Hands/Feet) set primarily for DefaultRace, with 00FahrnymphRace as an additional. Oh and you probably want to unflag them for Breton and Afflicted. So now, if you open up 00FahrSkinNaked Armor form, and in Race dropdown, select DefaultRace, you will see all 6 ArmorAddons listed there. Just delete the vanilla ones (NakedTorso etc) Oh, and I also added your race to the 'HeadPartsAllRacesMinusBeast' cause otherwise you are pretty much constrained to the default Breton face. FahrnymphESP.7z
  2. Likely still something wrong with how it is set up, hard to say what it is without seeing the esp.
  3. It is likely because none of the clothes/armor are flagged to work with your race. As you can't really expect all vanilla and modded clothing to be flagged for your race specifically, it means your custom race needs to present itself as one of vanilla races when it comes to armor wearing. In your race record in CK, on the 'General Data' tab, it has 'Copied Data' section. Be sure to set 'Armor Race' to 'DefaultRace' for both Male and Female.
  4. AFAIK, however, latest GOG Racemenu version is for 1.6.659. So if you indeed have 1.6.659 , It might be a good idea to instead go to SKLSE archived builds and get this one: Then, if SKSE complains that any of the .dll plugins are wrong version, you need to go to individual pages for those mods, and get the version that is for 1.6.659 GOG, rather than the latest. (I.e. for FSMP, consider grabbing version 2.2.1 from their Old Files section rather than the latest)
  5. Latest GOG version is NOT 1.6.659. At least according to SKSE page: their latest version is for:
  6. Are you aware of a compare function in xEdit? In your SSE Data folder, create an extra copy of your .esp file before it igets opened in CK. Say, if it MyMod.esp, just select it, Ctrl+C, Ctrl+V, this should create MyMod - Copy.esp In CK, load the MyMod - Copy.esp, save, exit. Launch xEdit, locate MyMod.esp. Right-click its name, select Compare To..., locate and select MyMod - Copy.esp. It will load it at same index as the original mod. You can open up various categories of forms to look for discrepancies. Any forms in green are identical. Yellow or red indicates a change. Here I created a copy of Bards.esp (at index 6E), opened it in CK, slightly edited one of Armor forms, and saved. As you can see, xEdit highlights in yellow the differences in File Header, and also shows in yellow the Bard1_Shoes which I edited.
  7. Loreius branch is blocking, but not exclusive. You should be able to add an extra branch there. If there is another blocking branch of higher priority which also satisfies conditions, it will be used first. So, I went into CK, added a global 'DB01Loreius' which I set to 0. Under DB01Misc player dialogue, added an extra branch 'DB01LoreiusOverride', set to Blocking, with priority 60. Under it, created a Topic, and made a TopicInfo, which I made exactly like the 'Oh for the love of Mara' from DB01MiscLoreiusGreet. branch, except for Loreius response, I chose "Not my Problem" SharedInfo, and I also added a condition that DB01Loreius Global must be set to 1. In-game, I start new game, go to Loreius (coc loreiusfarmhouse), and he greets me with the usual 'Oh for the love of Mara'. Then I use console (set DB01Loreius to 1), talk to Loreius again, this time he says 'Not my problem'. I set the global back to 0, and he again greets with 'Oh for the love of Mara'.
  8. Now when I launch BodySlide, there is a 'FahrNymph Body' outfit there, and I can build it, whcih produces 'femalebody_0.nif' and 'femalebody_1.nif' in Data/meshes/actors/character/FahrNymph Here is the result: And how it looks on a character: (Corset is slot 56 so it does not obscure the body underneath) But yeah, the summary of things done: Imported .nif into Outfit Studio, saved it as a BodySlide project. Went into the .nif, ripped out all the bogus bones, moved the feather BSTriShapes to root level. Deleted the CBBE mesh, replaced with reference physics CBBE. Copied bone weights from reference to the feather meshes, then did some manual adjustment of the weights. Brought in rear skirt bones from skeleton, weighted the tail feathers to them Conformed feather meshes to reference CBBE sliders. One thing I noticed but did not address - it looks like lower part of the feather outfit is a bit more forward than needed, so it clips in the back and sticks out a bit in front. Usually, I would handle something like that in Blender to make it better conform to reference body.
  9. Ok, so what I am doing... Open Outfit Studio. File - Import - from NIF - your 'femalebody_1.nif. Delete the CBBE mesh. Go into properties of the other 3 meshes and on Geometry tab, uncheck the 'Skinned' property. Cause you kinda easier that way at this point. File- Save Project As. To actually get it to be a project in BodySlide. Next, go File - Load Reference - Choose CBBE Body Physics. Now I have a reference CBBE mesh (in green) loaded with all of its sliders. For now, click the eye icon next to arm and arm01 meshes to hide them. Double-click on the torsofeathers mesh name, go into Geomentry, check Skinned. If you click Partitions tab, torsofeathers should already be partition 32. Right-click torsofeathers, and choose 'Copy Bone Weights'. Now you need to see how the bone weights got painted. Best to hit T to turn off the textures, and go into Bones tab. Bones in green are the ones that were applied to torsofeathers mesh. Now this process is rather intuitive, you have to develop a feel for it. When you click a bone, it shows what parts of body move when that bone moves. Blue means loosely affected, red means almost rigidly tied. Copying bone weights from Reference is usually a good start, but then you need to go through bones to see how it looks. For example the feathers that attach to the arms have some vertices close to the body, and end up getting weights from Pelvis and Spine bones. This will cause some real weird stretching when the character moves their arms. So Spine and Pelvis weights need to be removed from arm meshes. However, some vertices in the arm feathers are a bit too far from the arms, and don't get the weights. You can always see what got weighted and what did not by using 'Mask Weighted Vertices' menu option. Also, both arm meshes had a weird outlying vertex not attached to anything - which I deleted. In the torsofeathers mesh, a lot of feathers around the shoulders needed tweaking. Sometimes what you can do is Copy Bone Weights, then Mask Weighted Vertices, then again Copy Bone Weights, but with a larger distance. Then, there's the 'tail' which is quite far from any bones defined for CBBE. However, if you right-click in the Bones list, and choose Add - From Skeleton, if you expand Pelvis, there is a 'skirt' section. So I arre rear skirt bones to the project from skeleton, and I weighted the tail feathers to those bones. I also chose the 3 feather meshes and did Slider - Conform Selected in order to conform them to Sliders. I played with sliders afterwards, and the results seems to be fine - but in some cases you need to manually edit how some of the sliders affect some of the shapes. Finally, I used File - Save As - and made sure that 'Copy reference shape' was checked this time. More in the next post.
  10. If you are making a custom race, you need to assign a skeleton. What skeleton are you using? If it is a hunanoid skeleton, is the body generally humanoid? Each vertex of the body must be weighted to one or more skeleton bones. Probably best done in Outfit Studio. Remember, a naked body is just another 'armor' that a character can wear, and there's a fair amount of instruction material about using Outfit Studio to adapt an outfit mesh into Skyrim.
  11. Yeah, you create a plugin containing a 'Levelled Item' form set to randomly produce a single item from a list of possibles. Then you make SPID distribute that LevelledItem to everyone.
  12. Open your mod in SSEEdit and check the version in the header of your .esp
  13. You can mix CBBE and BHUNP custom bodied NPCs as long as you have them wearing matching clothes. But you can't have morphs for both working in Racemenu at same time.
  14. - entirely a matter of personal taste. Play with sliders or look for a preset that appeals. CBBE Presets Compendium is a good place to start - this is determined by the options in the skin mod you choose. Most skin mods offer a selection of smooth/sporty/muscular normal maps. - generally, by building any "add-on" pieces to the same preset as the "body" piece. - one or the other. NOT compatible.
  15. Ok, yesterday I ran Windows Update, (I am on Win 10 64-bit) and installed available updates KB5034441 KB5036979 - I think this one was in the 'optional' category KB5037724 And now in CK, my Preview window is working fine again.
  16. Ok, update... yesterday I ran Windows Update, (Win 10 64-bit) and installed available updates KB5034441 KB5036979 - I think this one was in the 'optional' category KB5037724 And now in CK, my Preview window is working fine again.
  17. Free Housecarls? https://www.nexusmods.com/skyrimspecialedition/mods/27571
  18. What exactly does this script attach to? My assumption it is to Player Alias in the owning quest. Is the quest running? Are the properties loaded in the 'Properties' page with their corresponding forms? I would enable Papyrus logging, and add a Debug.Trace statement at the beginning of your function to make sure that is is indeed being called. I also assume that your CurrentLearning and MaximumLearning GVs are initialized somewhere to proper values. Now, to the actual logic of your code: when a player reads a book that teaches a spell, the book is consumed and the spell is added to the player. This is done in-engine, which is much faster than papyrus, which means that by the time this event handler gets called, the spell potentially was already added to the player. Meaning that '!PlayerRef.HasSpell(s)' clause is going to fail since by that time, player already has the spell. I suggest you add a clause that verifies it and do a Debug.Trace If PlayerRef.HasSpell(s) Debug.Trace(Self + "Player already has spell " + s) EndIf What can you do: Normal books in the world, when activated, open up for you to read, and from there you can choose to take the book. But spell books are added to your inventory, and you need to use a book from inventory to learn the spell. In other words, before a spell book can be read, it has to be added to your inventory. Thus, what you can do: First, in your mod, you create an empty FormList. Then, your script: Scriptname LimitedSpellLearningScript extends ReferenceAlias GlobalVariable Property MaximumLearning Auto GlobalVariable Property CurrentLearning Auto FormList Property PendingSpells Auto Actor Property PlayerRef Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Book b = (akBaseItem as Book) If b Spell s = b.GetSpell() If s If !PlayerRef.HasSpell(s) && !PendingSpells.HasForm(s) PendingSpells.AddForm(s) EndIf EndIf EndIf EndEvent Event OnMenuOpen("InventoryMenu") Int n = PendingSpells.GetSize() While n > 0 n = n - 1 Spell s = (PendingSpells.GetAt(n) as Spell) If PlayerRef.HasSpell(s) PendingSpells.RemoveAddedForm(s) EndIf EndWhile EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) Book b = (akBaseObject as Book) If b Spell s = b.GetSpell() If s If PendingSpells.HasForm(s) Int Temp = CurrentLearning.GetValueInt() If Temp < MaximumLearning.GetValueInt() CurrentLearning.SetValueInt(Temp + 1) PendingSpells.RemoveAddedForm(s) Else Debug.Notification("This Spell Cant be learned") PlayerRef.RemoveSpell(s) PlayerRef.AddItem(b, 1, true) ; the book has been consumed, so need to re-add EndIf EndIf EndIf EndIf EndEvent The logic here is that if player ever gains a spellbook with a spell he does not know yet, that spell goes into PendingSpells formlist. Anytime player accesses inventory, the PendingSpells list is checked to see if player potentially learned any spells on that list via alternate means. Then if player attempts to read a book and spell is on pending list, a successful learn removes the spell from list, and failed one removes spell and restores book in inventory.
  19. The question #1 - does your photoshop file actually have an alpha channel? For Skyrim textures, alpha on the diffuse controls transparency (and in some cases, texture-based animation), while alpha on the normal map controls specular. Now, I don't use Intel Texture Works, I use Nvidia Texture Tools Exporter plugin, but you kinda have to have an Nvidia video card to use it. And if you look at top right corner, it gives option to export either color channels, or just alpha, or both. I would imagine Intel texture tools should offer a similar option.
  20. Ok, the image you have in your first post makes it look like you got a few misplaced vertices on that horse. You probably should check that mesh in Blender. Speaking of Blender, have you tried texture painting there? You can paint directly on the 3D shape. And you can also assign materials, specifically hair materials from library, and then just bake textures for diffuse, normal, specular etc. Now, about working in Photoshop: first off, I usually load the mesh in Blender and use Export UV option to export its UV as a png of same size as the texture file. Then, in Photoshop, I use paste-in-place to add UV map as a layer on top of all others. I usually apply HSL to UV layer to make it bright green set opacity to 50 and lock it. Next working with multiple layers, including adjustment layers: I keep my multilayered texture file saved as a .psd. However, if I need to see how it looks as a texture, I toggle off the UV layer, and, choose File - Save a Copy, and save it as a .dds. using nVidia texture exporter.
  21. Well, supposedly if you try to create a .bsa archive for your mod, it should only pull the files the mod does need. Namely, there is an option to generate a list of files that will go into the .bsa.
  22. Just FYI once I am done with SMP on C and D skirts, I likely will be uploading it.
  23. While I generally do not recommend downgrading, what I do recommend is in Steam, set the game to update only when you run it. (Via Steam). Then you always launch game via your mod organizer - which will automatically launch it via SKSE. This way, when Bethesda does update Skyrim, you will stay at whatever version you had - until you decide for yourself that you want to update to the latest. I.e. my setup is at 1.6.1130 and will stay that way for the forseeable future.
  24. I actually have been working on it now and then, pretty much done all the conversions, slider work, a bit of texture optimization, environment masks, etc. Also did the SMP physics on outfit B, currently working to add SMP to others. Has been slow process though. If you want to test it out, however...
  25. I found this, hopefully it helps. https://gamedev.stackexchange.com/questions/200600/why-do-i-get-a-validation-failed-error-and-how-do-i-fix-it
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