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RatB0Y68

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Everything posted by RatB0Y68

  1. I tried taking a look at the taunt spell script in Nether's Follower Framework, but I'd need about 20 years to understand it. I also thought about looking at the Housecarls are Tanks mod to see how that worked, but it's long gone. Any help would be appreciated. Thanks for reading, have a nice day.
  2. Ok, so I have 2 Skyrim setups, the Steam version & the GOG version, for different load orders. I make follower mods, they have custom bodies & outfits. One of my followers, Hroki the Valiant, has outfits with golden jewelery pieces covering the neck, arms & legs. On the GOG version of Skyrim, two of these mesh pieces (on the neck area) have an odd bug with the texture, as if the UV map is misaligned. However, it gets stranger: 1. This issue does not exist on the Steam version of Skyrim SE, the texture displays properly. 2. The outfit meshes are exactly the same in both my Skyrim versions. When migrating my mod from Steam to GOG, all I did was copy & paste. 3. In NifSkope & Outfit Studio, the texture also displays normally. The neck piece also has no distinct differences in the mesh from the arm & leg pieces which still display properly; they share the same shader flags. 4. In game, the texture appears to shift & move about depending on the camera angle, as if one was editing the UV map in Nifskope by dragging the vertices around & watching the texture change in real time. Screenshots are included (as my followers are NSFW, sensitive areas have been blacked out). The one on the top shows the neck pieces as they are on the Steam version, the bottom shows the texture error on the GOG version. Any insight as to why this has happened would be appreciated. Thanks in advance.
  3. Take the simple sparks spell. When channeled, bolts of lightning shoot from the palms of the caster's hands. Whereas in Star Wars, Force Lightning shoots from the wielder's fingertips. I prefer this effect over the way it works in Skyrim. My question is, how do I edit the lightning spell effects in NifSkope so that they fire from the caster's fingers instead of their palms?
  4. Take the simple sparks spell. When channeled, bolts of lightning shoot from the palms of the caster's hands. Whereas in Star Wars, Force Lightning shoots from the wielder's fingertips. I prefer this effect over the way it works in Skyrim. My question is, how do I edit the lightning spell effects in NifSkope so that they fire from the caster's fingers instead of their palms?
  5. My grass types per texture is 15, I set it that high many years ago when I installed SFO as my first grass mod. Also, I dont understand how ground material type affects which grasses render or why it only affects two of them. How does this work?
  6. I made a grass mod for personal use. I rather like it. I have encountered a small problem though. In some areas of Falkreath Hold, 2 of my modded grass meshes don't render, but the others remain. Attached are some screenshots: In the 1st screenshot, you can see what the grass covers are supposed to look like. There are 2 types of ferns, 2 types of ground clovers & 2 dead grass meshes. In the 2nd screenshot, you can see the fern grasses are missing but the others render fine, the transition isn't smooth or gradual as if by design, there are large patches of Falkreath Hold where the ferns abruptly stop rendering. In the 3rd screenshot, you can see the data in SSEedit for the mod edited grasses. The fern grass meshes are the mod added ones, the clover ground covers are modified vanilla. In the 4th screenshot, you can see the data in SSEedit for the mod edited landscape textures. Notice how they are identical, both containing the fern meshes (pine forest grasses 3 & 4). What could cause the 2 meshes to not be present in these specific places? Are they not rendering? Are they not even being generated? This problem doesn't occur with any of my other grasses in any other part of skyrim, even in Haafingar which also uses the same landscape textures. Any insights would be appreciated. It isn't gamebreaking or anything but it is bothersome to me on a personal level.
  7. I managed to fix it. I rebuilt the meshes for the helms by importing the meshes from the wearable helms, then removing the skinning & the weighting. I discovered that these helms then worked in game. I looked at the other ground object meshes in Nifskope & discovered they still had the skinned flag checked. By removing this flag, I was able to see the meshes rendered in CK, it should work fine now.
  8. I'm making a custom follower mod, they have custom armour. The armour has ground object meshes for when you drop them on the floor. They render fine in NifSkope but in the Creation Kit & the game they are invisible. Is there anything I can do in Nifskope to make them appear properly in the game & CK? The armour I'm using is essentially the Spartan Hoplite armour by RyanReos, the only difference is minor changes to the lighting effects & reassigned textures to a custom directory.
  9. Hi again, I have another issue. I'm making a follower, she has multiple armour pieces & they have ground object meshes for when you drop them on the floor. The meshes show up fine in nifskope but do not display in the Creation Kit. I haven't tested them in game but I get the feeling they won't show up in game either. What can I do in Nifskope to make the the ground object meshes visible in the creation kit? I also have a shield mesh that has the same problem.
  10. I found the source of the problem... You won't believe this... There's nothing wrong with the mesh at all. It was all because I set my modded ammunition type to be unplayable in SSEedit. I had temporarily set it to playable to test my newest attempted fix & it worked, so I switched it back to unplayable & once I was back in game the invisible arrow bug came back. So all this time it was a CK setting, not a mesh problem. Nearly drove myself mad trying to find a fix & then I discover the issue by sheer dumb luck. Thank you all for your help in this matter, you've been very patient. I'm going to lie down for three days.
  11. Yes, I open up the vanilla elven quiver mesh in Nifskope using the archive browser & I swap out the vanilla texture paths for my own textures in the custom directory. I then alter the lighting properties - the specular strength, the 1st lighting effect & the environment map scale - to make it brighter and shinier. I do this for each trishape. The vanilla mesh works. I tested it in game on my own character, I can see the arrow pulled out. The animated arrow remains invisible with the modified quiver mesh though.
  12. Yep, I'm stumped. I looked up the vanilla elven quiver mesh in the archives & it looked exactly like this. I added the colon back & it still didn't work. I'm going to try running it through Nif Optimiser, see if that does anything. Thanks for your help so far.
  13. Update: Renaming the arrow0 node hasn't worked, my follower still draws an invisible arrow. I'm posting a screenshot of the mesh in NifSkope, perhaps if you can see the mesh, you can tell me where I've gone wrong.
  14. I think I see the problem. I have the arrow0 shape, but when I opened up the elven quiver mesh to start editing it originally, it was named arrow:0. I'll try removing the colon & see if it works.
  15. Okay, so I made a custom elven arrow projectile & ammo type for a follower. The quiver is essentially the vanilla quiver with different texture paths & lighting properties (shinier). All of the mesh data is intact, you compare the vanilla mesh with the modded one in nifskope & it has all the same properties except textures. In the CK, the custom ammo type is assigned the custom projectile & the projectile has slightly less gravity but is otherwise the same settings. In game, with the vanilla elven quiver (or any other), the follower will pull out the arrow when they do the bow draw animation. Normal. With the modded custom quiver equipped, my follower will not pull out an arrow & it will instead look like they are pulling an un-nocked bowstring. The bow is fired normally either way & in both cases the projectiles, normal & custom, appear & are shot at the target, so I don't think the loose arrow meshes are the issue. What I don't understand is how reassigning textures to the quiver mesh is enough to make the arrow invisible when the weapon draw animation plays. This is a bizarre issue to be sure, does anyone have any ideas?
  16. I wish to create a casting art effect for some combined fire & shock spells I've made. I intend to merge the 'fireball01handeffects' & 'shockhandeffects' nifs, but I don't know how to do it. These meshes have a NiControllerManager node which governs their animation, so I cannot simply copy & place branches from one mesh to another. How would I go about doing this & how many years do you reckon it'll take me?
  17. I wish to create a casting art effect for some combined fire & shock spells I've made. I intend to merge the 'fireball01handeffects' & 'shockhandeffects' nifs, but I don't know how to do it. These meshes have a NiControllerManager node which governs their animation, so I cannot simply copy & place branches from one mesh to another. How would I go about doing this & how many years do you reckon it'll take me?
  18. UPDATE: I figured it out. Found a tutorial for addon nodes on FO4 nexus.
  19. Right, this is a bit complex, so I've included a screenshot. I've been experimenting with spell projectiles in Nifskope. I have taken a vanilla firebolt projectile mesh & I have added lightning effects to it. I have done this by copy-pasting BSValueNodes from the vanilla shock impact meshes to the firebolt projectile's MoverFireball01 NiNode. This produces a lightning arc & sparks effect coming from the firebolt projectile in game. However, I am unable to change the lighting, colours & textures of the BSValueNodes in the same way I can change them for the BSTriShapes. There is no BSEffectShaderProperty to edit. Nevertheless, I know that these BSValueNodes are refering to vanilla texture directories. I use Voltage, a shock spell effect retexture. It features new colour gradient textures that change the shock effects from vanilla purple to a cyan colour. The new lightning effects I added took on the modded cyan colour. My question is, how do I go about editing the BSValueNodes to make them use custom textures like with the BSTriShapes?
  20. Basically, I'm thinking like a summonable sparring partner. You summon, they attack you, you kill them, get skill increases etc. I've tried putting the summon npcs into a faction hostile to the player, but it doesn't work. Also, the npcs are set to frenzied & foolhardy, still no luck. My last option is the relationships set to arch-enemy, but I have 9 npcs so this will be a slog to implement.
  21. I am on Skyrim AE version 1.6.353. I have the 4 free CC dlc & USSEP updated to latest version. My setup was downgraded from 1.6.640 using the Downgrade Patcher. I discovered recently that a section of the basic terrain around the ruins of Bthalft is missing. Trees, rocks, mountains & other objects remain but the actual land is missing. I examined the area of worldspace in SSEedit, I have no additional mods that affect this area to create conflicts. I am at a loss as to how this is being caused or how to fix it. I recently uninstalled several land altering mods such as Nature of the Wildlands, Folkvangr, Majestic Mountains, Occlusion & DyndoLOD. However, I doubt these are the cause as I have deleted all their content & started a new game. Any insight would be appreciated, I am at a loss as to all this. UPDATE: I fixed it, I have no idea what I did, thanks anyway.
  22. Success, thank you very much. Even works mid playthrough with both followers, all I had to do was change the FormIDs of the newly pasted Follower References back to their originals before I moved them.
  23. I have two follower mods. Both followers are in separate locations. I want to change them to put them both in one location. Let's say the Bannered Mare in Whiterun. Each in a different area of the cell. Is this feasible or will the cell change conflict allow only one of them to show up?
  24. I appreciate the offer, but I've actually managed some creative workarounds that achieve most of what I'd hoped for. Thank you though.
  25. I managed to get the multi-explosions working following your original instructions, I only encountered a slight issue where the explosions only trigger on hitting a combat target, rather than hitting anything else. Still, progress.
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