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Everything posted by scorrp10
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Skyrim SE: weird pale lightning with cloak spells.
scorrp10 replied to MaxMarkMax's topic in Skyrim's Skyrim SE
I would use SSEEdit to locate the flame cloak spell being cast, and check if any mod messes with it. If not it, check if something overloads its magic effect(s). -
No Bounty Reward for Ancient's Ascent?
scorrp10 replied to Shadeybladey's topic in Skyrim's Skyrim LE
What did 'sqv bq04' say? -
Floating headwear following decapitation - help requested
scorrp10 replied to roguehallow's topic in Skyrim's Skyrim SE
Consider finding out which formID those are, find them in SSEEdit and check their wear slot. Upon decapitation, certain slots stop being displayed (30, 31, 41, 42, 43) Those bandages are likely some other slot. -
It is a fun project. A few pieces need work and still need to do sleeves and neckpiece... but generally it is coming along nicely.
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No Bounty Reward for Ancient's Ascent?
scorrp10 replied to Shadeybladey's topic in Skyrim's Skyrim LE
Console: sqv bq04 See what it says. Reading the letter is NOT a requirement for quest completion. There is no stage for reading it, and no script attached to the letter alias. The quest obtains a location, and populates the Bounty alias with a Boss RefType from the location(dragon). In case of this quest, that alias should be 0005FC0F. A script attached to the boss dragon should advance the quest to stage 100 on its death. The quest objective marker is only set if that dragon is not dead. If you still have the objective to kill but no marker, potentially something went wrong with the OnDeath script If anything, you can advance it yourself via: setstage bq04 100 -
So, here is a small preliminary result. Updated LeafKeq2 mod, which now includes earrings, shoes and the 'vision' piece. The test keqing (coc ctest) already wears them. Now, you said you wanted a "Misc Item", but a Misc Items are things like plates, spoons, linen wraps etc. You can find them laying about in the world, you can pick them up or drop them, but you can't use/wear them. So I made Vision a wearable piece, slot 47, worn on the back just like the outfit in that file. The worn piece has SMP (tassel physics) So what was done: I imported the .fbx file that has the whole model into Blender, cleaned it up, leaving just the mesh and the rigging. Then, I imported the CBBE body/hands/feet, scaled and repositioned the Keqing mesh to match the CBBE base shape as much as possible, and started exporting the pieces. The general process is: Export the part of mesh I want into an .obj file. Start Outfit Studio, load a Reference (3BA body for Vision, CBBE Feet for the shoes). This is really important - you want to have a reference mesh already loaded into Outfit Studio when importing obj. Import the .obj file I exported from Blender. Set Skinned in mesh properties, assign textures, fine-tune the mesh to the reference body, copy bone weights, conform to sliders, save as BodySlide project. For Vision, I weighted the jewelry piece to Spine2, and added 4 custom bones for the tassel. Wrote the xml for SMP. Used NifScope to set some flags (i,e, environment mapping) in the shader and added the link to the xml SMP file Built the _1 and _0 meshes in BodySlide, and created ArmorAddon forms in the CK. Next part, creating ground object meshes: Import the wearable (skinned) .nif to OutfitStudio. Remove the Skinned flag. Manipulate the mesh so it 'lies on the ground' Export the .nif. Open it in NifScope, convert root node to BSFadeNode. Open a ground mesh object from some other mod, copy BSInvMarker, BSXFlags blocks and bhkCollisionObject branch over. (use Show Collision button in NifScope) edit the Collision object - I usually just use a simple box that I set to match the size of the object. In the .esp, create the Armor object, using the created ground meshes.
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While importing just the 'Vision' part would be quite easy (how exactly do you want it used, on the outfit it appears to be worn on the back?), I expect what you are really after is the complete outfit?
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1. CBBE 3BA (very NSFW link) is an advanced physics model for the CBBE body base shape. Not sure what you mean by 'esp high poly', but 'high poly' is a much more detailed than vanilla head model, allowing for more naturally sculpted faces. 2. In what way does it clash? I have both JContainers SE and SkyUI installed, there is no conflict between them. In any case, I suggest following this guide for SkyUI 3. Yes. If you have XP32 skeleton and 3BA installed, you can use any flavor of CBBE - static, basic physics, 3BBB... If you try to use 3BA stuff without 3BA installed, you will not like the results. 4. Not sure what the question is about but... BodySlide? 5. I am seriously not sure why you are saying that JContainers is "needed for jiggle physics"? It is just an API for writing/parsing JSON files. RaceMenu, Nemesis, XP32 skeleton, CBPC, Fast SMP, 3BA/BHUNP/UBE - those are the 'jiggle physics' platform and none of them need JContainers.
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Ok, thanks. will have a look later tonight.
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Might be a good idea then to share them via Google drive or something...
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The player does not talk or have expressions. You might need something like Dragonborn Voice Over (DBVO)
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The question was not the method you are using - but the file you are trying to import. Where are those "files you could find"?
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Quick question about Racemorph & Chargen morph
scorrp10 replied to DrSeptimus's topic in Skyrim's Creation Kit and Modders
One particular caveat: Converting an NPC to a vampire. I generally don't care for vampire stuff, so I rarely think about it, but if it is possible that an NPC might be turned into a vampire in the course of the game, one would need to make more complete copies of the head parts, including the race morphs. -
Quick question about Racemorph & Chargen morph
scorrp10 replied to DrSeptimus's topic in Skyrim's Creation Kit and Modders
If you are just creating an NPC, custom race or not, its head parts generally only need to point at the regular tri - and hair parts usually don't need even that. In a nutshell, once you have designed a look in RaceMenu, take stock of the parts used (easiest to do by going to Presets tab and saving your work as a preset - it will list the head parts used and the plugins they are sourced from) Any head part that is vanilla - i.e. FemaleHeadNord - you just have the NPC use that part, no need to copy it. However, if you use a head part from a mod - i.e. Kalilies Brows - you will need to make a copy of that head part form within your mod, set the NPC record to use that form, AND rename the brows shape within the head .nif. Now, if you open The Kalilies Brows mod, you will see that head parts defined within it have all the .tri specified - regular, race and chargen. This is because those are designed for loading into RaceMenu. But when you are creating a copy for your NPC to use, all you need is the regular.tri. (for in-game brow movement) No need for race or chargen tris - the brow mesh within the head .nif is already shaped according to those. No need for texture set - proper textures are already specified in the head .nif. The head part does need to have something in its mesh field, but the mesh file it points to need not exist. I.e. original HeadPart form as defined in Kalilies Brows mod I design an NPC in RaceMenu, and she uses this head part. Here is the 'copy' I create inside my follower mod: Then, in the Actor record, I set her to use 0_Jenny_Brows as her brow part, and in the exported head mesh, I rename her brow shape from _KaliliesBrows08 to 0_Jenny_Brows. Of particular note: I can see that this head part uses vanilla mesh and morph files. If it were using custom files, I would need to include the custom .tri file within my mod, and point the head part to its location. -
Keqing's vision? And where are you getting the file from?
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What are you trying to import and what format is it currently in?
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Quick question about Racemorph & Chargen morph
scorrp10 replied to DrSeptimus's topic in Skyrim's Creation Kit and Modders
There are two distinct use cases. A. The character design in RaceMenu. First, a fully configured head part that is for loading into RaceMenu during character design. It has a name, points to a mesh, a regular .tri, a race tri, a chargen .tri and a texture set, and it is flagged 'Playable'. The mesh pointed to should contain only a single BSDynamicTriShape When you select a head part in RaceMenu via one of the selection sliders (Face Part; Brow Type; Eye Color; Scars; Hair; Facial Hair), its name and source plugin is displayed briefly, and: The mesh this head part points to is loaded into the edited head instead of the one it replaced. The textures specified in texture set are applied to that head part mesh. If there is no texture set, it uses textures specified in the mesh itself. Mesh is deformed according to selected race, using the morphs specified in the races .tri. Mesh is deformed according to the values of chargen sliders (i.e. Brow depth, Nose Thickness), using morphs specified in the chargen .tri Mesh is deformed according to values of various expression and phoneme sliders, using morphs specified in the regular .tri When you export a head, the composite head .nif file is created consisting of those deformed meshes with selected textures applied, and each BSDynamicTriShape is renamed to the EditorID of the head part that supplied it. B. The in-game usage of head part by an actor. The Actor record (Character Gen Parts tab in CK) lists all the head parts that this actor's head is comprised of. Those CAN be the same exact full-featured head part forms as used during the design, but they don't have to be. The only really important things about those are: They must have same EditorIDs as the BSDynamicTriShape name They need to provide the link to a .tri file (regular one) to impart in-game facial movement. There is no need to race or chargen .tris -
Have you gone into XPMSE MCM and selected an alternate quiver style for player and NPCs?
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(Mod Alternative) Is there an alternative mod to Pretty Face?
scorrp10 replied to gabrielrock19's topic in Skyrim's Skyrim SE
Yes, have been running Pride of Skyrim as my male NPC replacer for years. There are also Pandorable NPCs - males, but I prefer PoS -
Umm, you call Pandorable a 'dollifier', and then cite Modpocalypse as an example of what you want? That mod got KS Hair (albeit with Salt and Wind) on everyone! Really, if that NPC replacer is up your alley, then pretty much any replacer will do. You will get more mileage from installing stuff like Salt/Wind textures for hair, 'grittier' skins like Valhalla, and topping it off with a proper lighting mod...
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where can I get a custom armor mod made? please and thank you!
scorrp10 replied to speedstarrrr's topic in Skyrim's Skyrim SE
I suggest you try cgtrader.com first. I bought 3D models there on occasion to convert into armor/weapons in Skyrim. Most people who put their work up for sale also offer work on commission. Once you have a 3D armor model mesh + textures that conforms to a Skyrim body BaseShape (CBBE, UNP, HIMBO), getting it into the game as a mod is quite straightforward. -
Everyone's casting spells (and I'd like them not to)
scorrp10 replied to heckinBeck's topic in Skyrim's Skyrim SE
Your load order would really not be much help. Especially if really large. Things like those require targeted investigation, and tools like More Informative Console and SSEEdit. For an NPC to use spells, they need to have AI setup that allows spells, they need sufficient Magicka, and they need to have spells. These things can get assigned in one of three ways: 1. Something messes with those character templates. You can use More Informative Console to examine a spell-happy NPC, get their Base ID, and also theIr level abd spells they possess. Then you can use SSEEdit to look that Base ID up, determine their source templates, and see if any mod messes with those by adding more spells, changing combat styles, etc. Heck, it could even be that some mod messed with Nord race record... Yeah, I remember seeing a follower mod that overloaded race record, giving what was supposed to be special abilities of just that follower to the whole race... 2. You got a dynamic distribution via SPID. Check those distro files. 3. An even more insidious method is you got some mod altering those NPC values via a script. I.e, if you get super-annoyed at Serana raising the dead, and scoured her records... game basically has a script that runs each time she levels, determines spells she ought to have, and adds those she does not have. -
Skyrim Modding - Dead for the "average" gamer
scorrp10 replied to AlShaitan's topic in Skyrim's Skyrim SE
I am frankly 99% sure that OP is here purely to troll and has no real interest in getting a working modded install of Skyrim. If the time and brain bandwidth spent writing all these complaints and retorts, went instead into going over a few simple guides like this one, OP would have their setup by now. Unless, of course, all these were written by ChatGPT. Now, about Nexus Collections. A collection is basically someone uploading their WORKING modlist with all the install options, conflict resolutions, load order etc. I dont do collections, so not sure how they handle offsite stuff like SKSE64 or tools like Nemesis, or how they are affected by game updates. That said, any collection uploaded/updated in 2024 should have all the latest stuff. Not to mention, these days Skyrim modding is miles more accessible than it was around 2014-18, when NMM was state of the art. And in general, for anyone having problems and genuinely interested in getting things working and not just dissing the platform and the community, most people here tend to be incredibly helpful.