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Hello there! I'm working over expansion of my follower mod (here it is). And I faced the issue, that it is very hard to test and debug it in game. For example, now I'm adding to 1 follower some reactions when it is in caves and dungeons. When I test conditions I need to change plugin in CK, save it, launch game, load save, take follower, teleport to cave and wait... no WAIT AND PRAY that dummy will say the line I wanted. But I have plans to add more voicelines that will play in different situatuions. And I have feeling, that I'm doing something wrong. Is there any more fast way to force NPC react in way I wanted to? For example, dunno, how Interpreter console in Visual Studio works. Or Unit Testing. I checked forum with "debug" and "debug npc" requests. I found some interesting articles, but they not cover my issue. Thanks for you attention.
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SSE Merging Race Menu .nifs in Skyrim SE for Followers
GentleJack replied to mrWAWA's topic in Skyrim's Creation Kit and Modders
Seems it is the right topic for my question. I want to create a mod with bunch of custom followers of my taste. And I almost did it. I faced only 1 problem and I can't find solution for several days. So, what I want: make several followers with builded in RaceMenu faces with hairstyles with physics from KS Hairdos SMP. I did almost everything and I can see my followers ingame, but I can't export hairstyles with SMP. When I export head meshes with that hairstyles I see static and deformed hair on my followers. For now I found out two ways I can see hair with physics on my followers in game: - Make follower face with hairstyles I want in CK without export face mesh (no CTRL + F4) - cons that faces are black and I can't use generated in RaceMenu face; - Make for followers outfits with wigs - in that case I can use my RaceMenu faces, but this is not exactly what I want. So the question is: is there any way to use KS Hairdos SMP hairstyles in my followers without wigs? Or this is the only option? -
Same problem: I made a simple GUI utility, and it marked as suspicious https://www.nexusmods.com/skyrimspecialedition/mods/60366?tab=description&BH=1
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ะค Ahahaha! I did it! The problem was in BSDismemberSkinInstance block. When I edit partition values and adjust it in CK, everything appeared ingame! Now I have 2 more objectives to complete my mod and upload it on Nexus: 1) Add Bodyslide; 2) Merge normals and speculars in one texture. Maybe you should add to your plugin some feature about this partitions? Maybe, to give user choice before export with which partition this meshes should be connected, dunno? I should say it again: your plugin is awesome, dude.
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SOOOOOOOOOO I'm back. I solved texture problem by compressing dds diffuse maps with BC1. I still have to learn magic of combining normals and speculars in one file, but this is not in priority. Nif files in Nifscope and armor addons in CK look good and complete. But in game - boots appeared partially, and shorts (I want players to have possibility to wear shorts and top separately, if they want) completely not showing. WTf? What could it be?
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Nice guide. But I have question: I have separate normals and specular. How I can merge data from specular map to alpha channel of my normal map image?
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OOOOOOOK. I don't know how it relates to your plugin (maybe completely not), but I will appreciate, if you can help me somehow. So I made a esp and wear my modded armor ingame :D 1st - boots and body parts are too large. Maybe 10 times, I don't know - SOLVED - my stupid. I didn't apply mesh transforms in Blender. 2nd - gloves not large (good) but very deformed (bad) - SOLVED - see previous point. 3rd - normal map is working (good) but color map not - ingame meshes have even purple color - still actual. Looking for solution. 4th - some strange behaviour of boots armor part - in nifscope all objects are on the place, but in game present only 1 object from 6. Anyway, I see that it rigged somehow. - CANCELED - the rig is fine! Your plugin and veight transfer option works great together! I rig my armor in several clicks! Bless you, bro! A WISH: add feature of applying mirror modifier while exporting, please.
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OOOOOOOK. Nice tool: I used it to import body, feet and hands to Blender and rig my armor. And I have no idea, what to do next) How to export my rigged meshes to nif? Do I need to perform some preparations, dunno? My armor separeted between 3 blend files: gloves (1 object), boots (6 objects) and body - top (5 objects) and shorts (5 objects). Should I merge it? Or what? Thanks.
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[LE] Quick Questions, Quick Answers
GentleJack replied to Elias555's topic in Skyrim's Creation Kit and Modders
Can someone point on a good and detailed guide about how to rig my armor meshes for XPMSE skeleton? Thanks. -
For some reason, it took for me several attempts before I finally can see property value in MCM menu. So, from now on, my script is fully operational!
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I guess, I fixed the problem: there were incorrect condition of loop break after fixing all stored actors. I still need some testing, but I'm sure everything will be fine. And thanks a lot for your advice and code example! I used it in my actual script revison. Two more things: 1 - how to transfer data from my base script to MCM script. I want to see number of actors stored in array through MCM, but the property value is always equals 0. 2 - on init default hotkey is "ESC". I saw in other mods, that default value could be "???'. How to get it?