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scorrp10

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Everything posted by scorrp10

  1. You need to install SSEEdit, load it up, expand Skyrim.esm - Non-Player Character - locate 000A2C8E - HousecarlWhiterun (Lydia) and click on it. See which mods are overloading her record and in what order. (left to right)
  2. Yes. You make sure what is the weight of the NPC you making a head for. Then in Racemenu, be sure to set that weight before exporting the head.
  3. Neck seam as in a gap, where head does not quite fit the body? Or seam as in color difference? A gap results when head is generated for a different weight than the body, either re-export the head with proper weight, or change the wight of body. A color difference means either head is using skin from a different mod from body, or head tint mask was exported with different skin tint than was finally used for the NPC.
  4. https://github.com/niftools/nifskope/releases/tag/v2.0.dev7 The .7z file download link at the very bottom.
  5. Get ConsoleUtilSSE Then you should be able to create spell effects that run scripts - utilizing ConsoleUtil calls. You will just need to specify ConsoleUtilSSE as requirement for your mod.
  6. Quite a necropost. That said, it looks like armor in question includes the Forearm slot but no Forearm mesh. Exactly which body are you using? Also, provide link to the armor.
  7. Are you familiar with texture baking in Blender? My workflow is I bake the textures into image textures - Diffuse, Normal, Roughness, Metallic, and save those images as .png. Then I use Adobe Photoshop. If there are transparencies, I add them as alpha channel on the diffuse. Specular (Roughness) goes in as alpha on the Normal. Metallic becomes the environment map. I use Nvidia texture tool plugin in Photoshop it to export to .dds
  8. Eyes as a HeadPart form will usually make use of a TextureSet form. But Eyes of Beauty generally uses vanilla eye mesh/tri. Here is what I recommend: 1. Find the eyes that you like, note which TextureSet it uses. 2. Find that TextureSet, note the textures it contains. 3. Copy those textures to be under your mod folder. 4. In CK, set the actor to have some vanilla eyes. (Not Eyes of Beauty) 5. Ctrl+F4 to export. 6. Find the exported head .nif file, open in NifScope 7. In the eyes mesh BSLightingShaderProperty, edit the textures to be the textures you copied in step 3.
  9. You can post this on Bethesda corporate. I am sure they will listen. :cool: Nexus (and any modders making mods here) has absolutely totally 100% nothing to do with AE add-on content. That said, I am fairly sure one can disable CC plugins via whatever mod manager they use.
  10. But I see you want the name of that red hairstyle. Well, in the mod posts, someone asked that same exact question, and then realized it was in the description. I assume: â©¥ HG Hairdos (if you want Panam's dreadlocks, google it, it's easy to find)
  11. It is a preset. All the info is within. If you use nifScope to open the included head mesh, you can see that hair mesh is called 0Nomi. Opening the .jslot file, headParts section: { "formId" : 604510489, "formIdentifier" : "KS Hairdo's.esp|081919", "type" : 6 } Using SSEEdit, expanding HeadParts and locating FormID xx081919 (xx being the plugin index of KS Hairdos, in my case 3B): 0Nomi "Nomi" [HDPT:3B081919] So yeah, this in 'Nomi' from KS Hairdos.
  12. If those boots have high heels, removing this 'effect' will make wearer feet sink into floor. You sure this is what you want?
  13. Conditions on spell effects deterimine if an effect is applied to target or not. For example, if you set a condition that target is not in 'CurrentFollowerFaction', then this will not affect followers. You can make a spell apply only in certain locations, only on particular races or factions, during specific times of day, etc etc.
  14. If armor is for an NPC, you can assign a custom naked skin to that NPC and use whatever texture set you want on that. If it is for player, you can probably define a custom race, and have naked skin for that race use the textures you want. Another option is change the body mesh shader type to something else, but then it likely will not look quite like skin and it will be nearly impossible to match body to head.
  15. The wearer's 'naked skin' armor (set individually or via race) has a 'skin texture set' on its armor addons. Any worn item that has a body part (skin shader) will use that texture set. Not whatever you assign to body mesh.
  16. Far as I know, Vortex is 100% local, it does not sync anything anywhere. It links to your Nexus account for easier mod delivery and thats about it.
  17. 1. The .nif generally should have 'Scene Root' as its top name. But I think that is optional. 2. You bone weights are wrong. It should be fully weighted to the head. As you painted it, the mask would follow the head only half-way. 3. The partition is wrong. Most common partition for a mask is 55. Easiest way to handle it is via OutfitStudio. 4. The mesh that is for inventory display and when dropped on ground has to be a different mesh file. NOT skinned, its root must be a BSFadeNode, and it needs to contain BSK flags, INV marker and a Collision object (easiest to copy from another ground mesh of comparable size) 5. In the .esp, you need to create an 'ArnorAddon' form, and set it to use the skinned mesh, set to same partition as the .nif. Here is the working version.
  18. You should use Outfit Studio for this. First: Go to Data\meshes\actors\character\character assets and import femalehead.nif into OS. In geometry tab, uncheck both Dynamic and skinned. Export it as 'femalehead_dummy.nif' somewhere. Do the same for malehead.nif. 1. Locate the .nif of an existing helmet that most closely corresponds to what you want to use. (will call it source) 2. Import it into OS. Set it to be reference (green) 3. Import the .nif of the item you want to adapt. (target) 4. Import femalehead_dummy.nif 5. Move/scale/rotate target to its worn position onthe head. Delete the head mesh. 6. In the target mesh properties Geometry tab, check 'Skinned' 7. Right-click target mesh, choose 'copy bone weights'. Then 'Mask Weighted vertices'. 8. If any part of the target was not masked, just go to Bones tab, select 'Head', and paint the unmasked parts. 9. Go to partitions tab, set partition. 31 (hair) if item should replace hair. 42 (circlet) if not. 10. Export the target mesh as new .nif (female version). 11. Now import malehead_dummy. 12. Adjust position of target mesh to sit well on the male head. Delete male head. 13. Export the target mesh as new .nif (male version) Optional steps: Consider also creating Argonian and Khajiit dummy heads, and create Argonian/Khajiit variants of your target mesh.
  19. Blue skin is usually a warpaint overlay that's missing a texture. Open console, use 'showracemenu', close console. Go to 'Body Paint' tab, look for an entry that does not say 'default', click on the second color picker next to it and slider the bottom slider (Alpha) all the way left. As to the clipping, that is a strange one. It basically means that the outfit you wear is not a body slot item and is built to a different preset/physics model than your body skin. Normally an outfit like that would be completely replacing the naked body underneath so there is nothing to clip through.
  20. You can: Install 'More Informative Console' Then in game, you open console and click those rocks. It will tell you the base ID, as well (all way on the right) if any mod overloads the form. It also tells you the model file name but not its path. Same for textures. Then you can go into SSEEdit, locate this Base world component, and find its .nif path. However, unless you actually have that .nif as a loose file under Data\meshes, you would have to find which .bsa is supplying it. Normally it will be one of Skyrim - Meshes, but it could be getting overloaded by another mod with a .bsa.
  21. I just dunno... such specs these days are seriously behind the curve. What's your FPS running purely vanilla? Sure, some may say that Skyrim is a 2011 game, but that's the 32-bit original. The 2016 SSE is a much updated title with 64-bit engine, higher res textures and a new set of hardware requirements.... Most visuals enhancing mods in Skyrim start with jacking up the textures, and going from 1k to 2k or 4k can completely smash an older PC, even at 1920x1080... Those mod showcase YouTube videos you see are pretty much guaranteed to be made on a 11th+ gen CPU with 32G+ of RAM and at least RTX3070...
  22. Fragments are code set to run from specific places in various forms. The name of the script can usually tell you what type of form. I will give a couple examples. You create a quest in CK, called 'MyGreatQuest', and CK assigns it a FormID 03001C2F. In this quest, you define a few stages. I.e. stage 0 is when quest starts and initializes, stage 10 is when you have talked to quest giver, 20 is when you arrived at mentioned location. And in Quest Objectives, you define objective 10, which log entry is 'Travel to the Ominous Cave' and its target is an Ominous Cave map marker. But how do you make it so that after you talked to quest giver, that objective appears in your quest log (and quest marker on the map?) You need a fragment. In Quest stages, you select stage 10, you can see there is a window that says 'Papyrus Fragment'. You need to add some log entry text to make it active. In that window, you put in code: SetObjectiveDisplayed(10, true), hit Compile. Now if you click 'Advanced' tab, it will tell you that your quest now has a script: QF_MyGreatQuest_03001C2F, and function name is 'Fragment_0'. If you now go into Data\Source\Scripts, sure enough, there is QF_MyGreatQuest_03001C2F.psc file, and it has a 'Fragment_0' function containing the SetObjectiveDisplayed(10, true) line. Then you go into stage 20, and there you also add a fragment 'SetObjectiveCompleted(10, true)'. Hit Compile. Now since your quest already has a fragment script, it will just add the new fragment to that. If you look at QF_MyGreatQuest_03001C2F.psc now, you may see it has two functions: Fragment_0 and Fragment_1. But how do you get the quest to reach stage 10? You add some player dialogue with the questgiver, define various branches, and topics, and one of them is where you say "I will do this for you", and she says "Good luck". In Topic info window at the bottom, you can see that it can have fragments execute when NPC starts saying this topic, and when NPC finishes saying it. So in the 'End' box, you type code: GetOwningQuest().SetStage(10), hit Compile. You will see it has generated a script named something like 'TIF__030012D7'. Now a VERY VERY good practice is to rename it to something like TIF_MyGreatQuest_030012D7 from the Advanced tab. You look into Data\Source\Scripts, you see there is now a TIF_MyGreatQuest_030012D7.psc in there. Fragments can be attached this way: To Quest stages (execute when that stage is reached, QF_ files), Topic Infos (execute when this topic is said, start or end, TIF_), to AI packages (when package starts, ends or changes phase, AF_), to start and end of Quest Scenes (SF_), and potentially some others.
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