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scorrp10

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Everything posted by scorrp10

  1. So, fixed hair normals in Blender, reimported back to the head .nif, fixed a bunch of settings. Also, here and there I needed to fix a texture path or a referenced mesh. As I use CBBE setup, I also rebuilt body meshes in CBBE using Slim preset. And since skin included in the mod is UNP skin, I changed it to use the default installed skin - in my case, 'The Pure'. Nice skin, but probably does not work all that well with this face. Note, however, fixed hair and no more wrist seams. But, since original mod is UNP, I went back, and rebuilt BHUNP Advanced reference body/hands/feet using BHUNP 'skinny', and pointed them back to the textures in the mod. Now, if I put a CBBE item on her that replaces just the body, I of course get gaps (left). If she had a full CBBE outfit on (body/shoes/gloves), it would not be the case. However, if I dress her in a BHUNP outfit (right), looks great. And here are the actual files: CBBE Version - a fair bit smaller cause I removed no longer necessary UNP body textures. BHUNP version
  2. I suppose the mod is: https://www.nexusmods.com/skyrim/mods/54219 Hair Even after running all head parts through the Cathedral optimizer, there are issues with both hair and hairline meshes, their normals are all messed up. Exporting the meshes to Blender shows the issue quite clearly (on the left). Running Mesh-Normals-Set from Faces on the seems to fix the issue. (right) Properly re-importing the corrected mesh into the head .nif is a whole other bag of weasels, way too involved to describe here, but if I get it working, I can make the file available somewhere. Now, about those hand seams: In your images, she does not appear to have a neck gap, so the weight in the .esp likely matches the original weight (0). However, your build for those clothes (vanilla FarmClothes1, looks like) definitely does not match the hands that came with the mod. What body system are you using? It is kinda hard to judge from screenshot, but it really looks like a CBBE Vanilla body. Here is a picture from OS where I load 0-weight CBBE body + 0-weight mod hands. Assuming it is indeed CBBE, I would: In Bodyslide, select the build preset - for Fjotra, I assume it would be CBBE Slim or CBBE Petite. Load 'CBBE Feet', and click 'Build' while holding Ctrl. This should build the meshes to Data/CalienteTools/Bodyslide rather than their usual output path. Do the same for 'CBBE Hands'. Now for the body, I suppose her being a kid and all, Ctrl-Build either 'CBBE NeverNude' or 'CBBE Underwear' Now, in Data/CalienteTools/Bodyslide, you should have femalebody_0/1.nif, femalehands_0/1.nif, femalefeet_0/1.nif. Move all those files to Data/meshes/Fjotra/character assets, overwriting the files already there. P.S. Edit: Confirmed: the meshes included in the original mod are normal UNP and work seamlessly with UNP outfits.
  3. I am working on a mod that will have an extensive compilation of glasses, sunglasses, and I am running a lot into the 'invisible eyes' issue, as can be seen in the image on the left. The eye meshes simply fail to render. I searched all over, but could not find the cause. I finally narrowed it down to proximity/curvature of the lenses. This glasses model has actually already been pushed a fair distance from the face, and the effect is sort of borderline - at a different angle, the eyes render fine, as seen on the right. Curvature seems to matter a lot, especially the outer edges of the lenses. Straight lenses (i.e. aviators) pose no problems. These glasses sit a fair bit closer to the eyes, but the lenses are not as curved, and eyes render fine at any angle. I wonder if maybe there is any sort of setting that I am missing that can eliminate this issue. Would really like to be able to fit those glasses properly...
  4. You need to create a new TextureSet form using your recolor, then a new ArmorAddon form where you assign that texture set to its models, then Armor form that uses that ArmorAddon, then a new Constructible Object form for crafting that Armor, and potentially another Constructible Object for improving it. Typically, you will open the forms for one recolor, change the name, make the needed adjustment, and CK will prompt if you want it saved as new form. A major caveat: if the mod in question is an ESP-FE, CK kinda does not care about it, and will create new forms with non-ESL compliant IDs. So in this case you want to use SSEEdit to create all those new forms. Then you can use CK to edit them In SSEEdit, you use 'Copy as new record into...' option. Changing color in a texture: Personally, I use Photoshop '23 with Nvidia Texture Tools plugin. There, it is as easy as going Image - Adjustments - Replace Color, using dropper to select the color being replaced, and then use HSL sliders to set new color. Can also use Color replacer tool or Hue/Saturation adjustment layer.
  5. What about: Function SetEnchantment(Enchantment e) native in Armor.psc and Weapon.psc?
  6. Open outfit in question in Outfit Studio. got through meshes, and check properties of each, textures tab. See that all referenced textures are present. Note that if it uses some of the vanilla textures (especially cubemaps) they might be in one of Skyrim's texture .bsa's Since normal design procedure is to setup an outfit in outfit studio, and then build meshes in Bodyslide from that, discrepancies between bodyslide and pre-built meshes are VERY rare. But if you do want to check, go to where the meshes are, and use NifScope to open the .nif files. In NifScope, expand root NiNode, then under each BSTriShape, expand BSLightingShaderProperty, and check its BSShaderTextureSet.
  7. Vanilla elves are ugly. Pretty much all vanilla characters are ugly. Thank the divines for mods.
  8. GSPoser and GomaPero poser both have animations like that, if you think you can make use of those.
  9. No, this is not a problem. Vast majority of resource files are NOT in subfolders under Data - they are in .bsa archive files. You can use BSA extractor utility to examine and (if needed) unpack them. Many larger mods that have a LOT of files also pack most of their resources into bsa's. If mentioned directories are empty, and nothing overloads the mouth head parts in Skyrim.esm, one potential isuue is these files are in some other mod bsa, overriding those of Skyrim...
  10. Try holding Ctrl while clicking Build and see if it builds the files to Bodyslide folder. Check if the target directory (mystique2) is set to Read-Only? Or its parent?
  11. Have you checked what you have in Data/meshes/actors/character/character assets/mouth? and Data/textures/actors/character/mouth?
  12. "clips badly" in what way? If it clips when wearer is standing still, it generally means that add-on items are not built to same slider preset as body slot item. It is also possible that add-on does not conform to at least some of the 3BA sliders which are non-zeroed on the preset. Next, if add-on mesh is a bit low-poly, and areas of the outfit get really stretched to accommodate more generous forms, flat polygons of the outfit may clip into curved mesh of the body. If it looks ok when wearer stands still, sliders are OK. If it starts clipping when various jiggly bits start moving, it means add-on is weighted to a different physics reference than body item. I.e body is 3BA, while add-on is CBBE 3BBB. In many cases, it is just easier to load the problem add-on in OS, delete all bones and sliders, load the 3BA reference and then re-weigh and re-conform the sliders.
  13. In a nutshell, what you need to do is: 1.Mask out everything but the sleeves. 2.Add a zap slider. So, in outfit studio, you load the outfit you want to edit. It will have a list of meshes on the right. The eye icons next to meshes let you toggle meshes between visible-invisible-wireframe. Determine which mesh contains parts you want to remove (the sleeves) Now, in more complex outfits different materials can be covered by different meshes. I.e. leather portions and metal portions. More on that later. You really got to get a grip on how to navigate around the 3D area. mouse wheel to zoom, right-click-drag to orbit, Shift+right-click-drag to pan etc. It takes some practice. Learn keyboard shortcuts: https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Keyboard-Shortcuts Select the mesh you will work on. Toggle all other meshes invisible. Press T to turn off textures - it really helps, especially with darker textures. Select mask tool. Turn on vertex display (Q or pushpin icon on left) which shows all vertices green. By default, you will have 'symmetry' also on, which mirrors your actions left-right. For non-symmetrical outfits and precise masking, I prefer to turn it off. (X) Depending on what feels easier, you can try masking all but sleeves, or you can mask sleeves and then invert - which is what I would normally do, so rest of this post assumes we are masking sleeves. As you start painting with the brush, vertices start turning red. Adjust brush size by holding S and using mouse wheel. If you mask out something you didn't want, you can use Ctrl-Z to undo, or you can use brush while holding Alt to un-mask vertices. Generally, sleeves should be easy to mask, except maybe armpit areas. Vertex - a dot in space. Basic building unit of a mesh. Edge - a line connecting two vertices. Three vertices connected by 3 edges form a triangle, and that triangle can contain a face - an actual surface to which texture can be applied so it is rendered in the game. Two vertices are considered 'connected' if you can find a path along a set of edges between them. Important concept: let's call it a 'shape' - is a set of all connected vertices, along with edges/faces formed by them, within a mesh. A mesh can be a single shape, or it can contain a whole lot of shapes. In most armors, sleeves are often separate shapes from torso, which makes masking them real easy. Normally, when you paint a mask, any vertices within brush circle are affected. But when you turn on connected only mode ©, it will only mask vertices within brush circle which are connected to the vertex selected under center of brush. What this means, you can make the brush real large, but as long as center of brush is over a sleeve vertex, you will be masking only sleeve vertices. Note: when using connected mode, it is best to turn off mirror (X) mode. If sleeves and torso are in fact same connected shape, it makes things harder. You can use a large brush to mask most of the sleeve, then make the brush real small and carefully go around the border. Remember, when you zap out a vertex, it zaps any faces to which that vertex belongs. So you don't want to mask vertices directly on sleeve/torso border. When you think your mask is done, you can toggle vertices off (Q) to check. Masked areas will be dark. If sleeves are separate shape, there will be a very sharp border between masked and unmasked. If not, it will be a bit of gradient along the border. Remember, any face that has such gradient will be zapped away, so make sure any faces you want to remain are solid color. Once you are happy with your mask, you can do Ctrl+I to invert it. You want the sleeves to be the unmasked (light) portion. Now, suppose outfit consists of several meshes. Say one mesh has the leather of the sleeves, and other mesh has metal bits at wrists and elbows. Once you did masking on one mesh, toggle it invisible, select another mesh, and do the masking there. Now, in the meshes list, highlight all the meshes where you did the masking. From Slider menu, select 'add new Zap slider'. Give the slider a name (i.e. 'zap sleeves'), and Save the project, but keep outfit studio open. Now, open this outfit in Bodyslide. you might need to close and restart Bodyslide for your change to show. You will now have a 'zap sleeves' checkbox. Check it and carefully examine the result in the preview, making sure you don't have any leftover sleeve bits, and that you are not zapping any extras. If needed, you can go back to outfit studio, delete the zap slider, adjust your masks, and re-add the zap slider.
  14. You need to get this mod https://www.nexusmods.com/skyrimspecialedition/mods/77700?tab=files Files are in: CalienteTools/Bodyslide/SliderPresets. Once installed, you should have two new presets available in BodySlide: Pantheon-Nude and Pantheon-Outfit. If you use lingerie mods that put lingerie over the nude body without replacing it (typically, bra is slot 56), you should build lingerie with the nude preset.
  15. FNIS/Nemesis are what can be used to embed entirely new animations into the game. I.e. so you can create an .hkx of actor smoking a cigar, and hook it up so command PlayAnimation("SmokeCigar") actually invokes that .hkx. FNIS/Nemesis would need to be run to add the new animation command to the database. However, if you look at 'Pretty Sit Idles SE' mod, it is just a bunch of .hkx files, designed to replace the vanilla chair sit idle. You have to pick which hkx will get installed via FOMOD. No need to run FNIS cause you are not adding a new animation, you are just replacing an existing one with different .hkx. DAR can take things further. You can supply a number of files as alternates to the default .hkx, and indicate under which conditions the game should play each alternative.
  16. This can be caused by either: Missing/incorrect .nif or .tri file for the mouth head parts, or missing/bad texture. I would first try and get it back to vanilla. Use SSEEdit to see if anything under Skyrim.esm/HeadPart section, overloads (Female)MouthHumanoidDefault. If anything does, uninstall it. Check the .nif and .tri paths mentioned in the HeadPart. See if you actually have those files. (typically under Data/meshes/actors/character/character assets/mouth). If you got anything there, move these files to some other location. Also, go to Data/textures/actors/character/mouth, and move any files there elsewhere. Next, when you try to deploy the mods, your mod manager should alert you that some mods files have been manually deleted. Make a note of which mods those files are from, but for now, confirm the deleteions. At this point, with mesh/morph/texture files not longer there, it should fall back to using meshes/textures from Skyrim .bsa's Once you restore vanilla, you can try reinstalling texture mod that includes mouth textures, and also expressive facegen morphs.
  17. You really got the wrong idea. DB is a guild of pro assassins, not a cult of psycho killers. And Astrid is fairly keen on moving her group away from all the Night Mother/Sithis stuff, much to Cicero's chagrin.
  18. NifScope export to obj never worked for me. I export to obj from Outfit Studio. Then, importing to Blender, make sure to set axes Y forward, Z up.
  19. Default key to exit scene in progress is numpad .(dot) unless you remapped it. To just enter/exit OSA UI is numpad Enter. If that does not work, you can go into OStim settings and use 'reset thread state'.
  20. Probably easiest option is via Outfit Studio. In OS, choose Import from NIF. Weapons are generally laid out on the ground along Y axis. So you make sure to select all meshes, right-click, choose Move, and slide it along Y axis to desired position. With all meshes still selected, choose Export to NIF.
  21. Worked like a charm - beautiful - THANKS!!!
  22. 11700k cpu, 64gb ram and an rtx3080ti... at 4k with everything on max and ENB, lots of high res texture mods, FPS can still dip into 40s in some outdoors areas...
  23. Say, existing in-game ebony boots defined in Skyrim.esm (the EbonyBootsAA entry) uses meshes\armor\ebony\m\boots_1.nif mesh, for male, and meshes\armor\ebony\f\boots_1.nif mesh for female. Game's own mesh files are stored in .bsa archive files, so you will not find those actual files under your Data unless you extract the appropriate .bsa. However, if you go ahead and place meshes\armor\ebony\m\boots_1.nif under Data, game will use that file instead of the one in bsa. No need for any .esp Esp is needed when you actually want to change more than how an armor looks. If you click on those esp entries in SSEEdit, you can check what makes them different from native ones. So to answer your question - yes, you can just remove meshes for the armors you don't want, and the game will go back to using native ones from the bsa. If you remove unwanted meshes and vanilla armors in game look messed up. consider checking and removing the mod-provided textures as well.
  24. This is a rather loaded question, to which I myself have been trying to find a satisfactory answer. How heels are most commonly implemented is via NiOverride library (icluded in Racemenu) Heeled shoes have a special extra offset value in their mesh file, and when detecting that value, racemenu lifts the actor by that offset. Good for when standing/walking, not so good when doing about anything else. I.e. sitting - heels are on the floor but butt is several inches from chair. Leaning on a bar - heels on floor, but hands floating several inches above the bar. Lying on bed - hovering inches above it, etc. There is a great mod that works for SE (pre-AE, up to 1.5.97) Misc High Heels Sitting Height Fix: https://www.nexusmods.com/skyrimspecialedition/mods/42063 However, it is an SKSE .dll plugin, and will not work with new (AE ) versions of SKSE. What it does (I think) is it detects practically any vanilla furniture interaction idles, and if an actor has a heel offset applied, will apply the opposite offset to entire upper body section, bending the knees a bit in the process. So heels on the floor but butt on the chair/hands on the bar etc. For horizontal idles ( sleep/swim) offset is applied at root. This is the best working mod for SE, but author has left the scene over a year ago and source code is not available. I am trying to reconstruct the mod, but have not had much time for it. Next, you got RaceMenu HH fix. This one detects if actor is doing something like sitting/swimming/sleeping/riding etc, and just negates the heel offset at root. Means actor's heels sink into floor, but the rest is in proper place. It is a purely script-based solution meaning it works for AE. Better than nothing, but I definitely prefer the Misc Fix.
  25. Looks like the skeleton/armor mismatch. Would be rather hard to diagnose without knowing full mod list, but it looks like you might have 'physics' version of the armor built. Which armor is that in the screenshot by the way? It does not seem to look like any of the vanilla fur/hide stuff.
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