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FrankFamily

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Everything posted by FrankFamily

  1. Not sure what that implies, you perhaps copied your object as an instance of another? If the text in the modifier stack is in bold then it's an instance, try right click> make unique.
  2. Looks fairly good, you should now be able to skin it in that pose and then animate it back to skyrim's. Generally skin wrap to vanilla body with the following settings is a good start: vertex deformation Fallof: 0,1 Distance influence: 1,2 the other thing: 3
  3. You should be able to move the bones stretching them a bit, push the hand bone a bit more into the hand and then get the finger bones as close as possible. Note the finger bones don't reach all the way to the tip of the fingers, they end at the last joint controlling the last phalanx, so they might not be as short as they seem.
  4. I have little thank you for the support guys: Skyrim Classic / Skyrim Special Edition
  5. You do have to rig it of course, you could say that's the way to "attach" the skeleton to the model in that the model will follow the skeleton's moves according to the vertex weights. That's what I refered to at the beginning of this thread, that it was probably the most substantial hurdle in implementing armors. Rigging I believe is covered also in the tutorial channel I linked before, weight painting, skinning, rigging, it's all the same thing. The thing is that to rig it properly and one could say efficiently you need the pose to match because when you "copy" the weights from the vanilla body or an armor set (skin wrap modifier) to have a starting point that you later improve in the skin modifier. That copy is based on vertex proximity so the model you are copying from and the model you are copying to have be in the same pose or relatively close. For example, if you skin wrap your model and vanilla body as you have it in the screenshot above the weights of the fingers are going to very bad because it's nowhere near the body's fingers. Now, there are multiple ways to "re-pose" the model, you could do it by hand moving the vertices around for example, with soft selection and it would work. Fingers could be quite tedious. I don't particulary like that method. What I did once that I was in similar situation that you are in was make that animation of the skeleton from skyrim's pose to my model's pose. Rig it in my model pose and animate it back to skyrim's (the model following the skeleton now that it's rigged/skinned).
  6. Scale seems about right, so you just have to pose the arms and legs properly.
  7. That's indeed the pose missmatch I'm talking about, start by scaling your model so it's the same height, then animate it rotating bones as needed. Go through the bones following hierarchy, from shoulder to fingers not the other way around. Same for legs. You can import the skyrim body model as well that should animate with the bones, probably easier to see what you are doing with the model than just the skeleton.
  8. Good I suppose, you could keep them for backup reasons if you want. You can organize that a bit by the way with layers, that's on the top toolbar, from where it says "create selection" the forth symbol to the right. As for the teapots, with a bit of abstraction it does, In the same way the guy animates the teapots you would animate the skeleton, you have it pose A, activate auto key, set one, move timeline, move it to pose B, disable autokey, now you have an animation going from pose A to pose B. The first of the video should be good enough.
  9. For the glowy bits you could test if with your exporter it will automatically split different materials on the model (the materials themselves dint matter, its just to assign different material id), it should and mine does. Once thats confirmed then its better to have single object and assign different material to the parts that glow. That way you work with a single object in 3dsmax and then its splitted when exported to nif.
  10. With no guarantee that my answers will be any good and its all obviously my personal opinion. Raid 0 with ssds is a waste for the vast majority of people, including gamers. You are better off getting a single larger good quality ssd, not only they are faster but have more endurance and obviously more space so you can fit in there a massive modded skyrim comfortably. 128 is f*#@ing tiny. My setup is 512gb samsung 960 and 3tb hdd toshiba i think, any decent brand will do really. I have steam in peogram files in the ssd, zero problems. Get vortex. Textures is personal preference really, you cant go wrong with the most popular stuff so start there I suppose.
  11. That sounds very confusing, I'm not sure what you are doing wrong. Maybe this is clearer than me: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/sfdcarticles/sfdcarticles/How-to-permanently-combine-multiple-objects-into-a-single-object-s.html So, to try and explain this concisely, last I saw you had the model separated in a bunch of objects, boots1, boots2, boots3, cuirass1, etc. Say you want to join boots1, 2 and 3 into a single object. You go into boots1's editable poly and you attach boots2 and 3. So now the boot is a single object, boots1. You do the same for the other parts as needed. Why would you need to detach in order to attach?
  12. This two are also useful https://www.youtube.com/watch?v=L40qoiuUXL4&t=1s https://www.youtube.com/watch?v=w6481ZYCzkI
  13. This one seems to cover the whole attaching, detaching: https://www.youtube.com/watch?v=azaDlQBjGt8 Going quickly over the titles, If not at 1 perhaps 6 for export, 9 and 10 could help since you might have to move stuff around to fit the body to a degree, particulary at wrists neck and ankles. The ones about nifskope definitely. 7 is important, bsdismemberment is the partitions. Skinning seems to be mainly covered in 12 and 50-54.
  14. Editable poly is good. You have quite a lot more separation in there than boots, cuirass, etc. Unless those pieces use separate textures they should be a single object to reduce draw calls. You only need a different object if the item has to separate ingame (boots, helmet, etc) or uses different textures. Or if you need the pieces to use significantly different shader settings, like for example a golden piece and a steel piece need different specular color and cubemap to look good. The less separation the easier skinning is though, something to consider. And the two last separation scenarios I've said can be solved by having a single object with different materials applied which your nif exporter probably separates on export, mine does. So, long story short I usually have 1 object per ingame item, boots, gloves, helmet and cuirasss. Next you'd do skinning/weighting, i.e. assigning influences of the different bones to the vertices so the armor moves ingame following animations. Then assign body partitions which is a quick thing and then export. Since you are using 3dsmax I could recommend the tutorials on this channel: https://www.youtube.com/user/NightasyTutorials/videos From what I recall it covers, skinning, partitions, exporting and so on that you will need. Also weight slider if you want to add that, or fit the armor for female body, etc. Before all that though, pose doesn't seem to match skyrim's skeleton pose, that's fairly easy to correct. When you import the skeleton following the tutorials above you'd notice it doesn't match, and therefore if you try to skin wrap to a vanilla vanilla to have a starting point it's not going to go well. Particulary hands are not in that stiff pose in vanilla and arm angle is a bit more relaxed I'd say. So, you'd activate autokey (below right) and move the timeline to a 100, then rotate bones as needed so that it fits the pose of your armor, disable autokey. Check that moving the slider animates the skeleton back and forth from the original pose to yours. Skin it in your pose. Once done just animate that back to skyrim's pose which if is the skin is good will also move the armor. (This could help visualize it: https://www.youtube.com/watch?v=Rnu7TbmBZos, it's essentially that but with bones instead of teapots) Not sure how clear all of that is, the subject of skinning is big to explain written, the youtube tutorials are probably more helpful than me. If you have any question or hurdle along the way, do ask.
  15. I say that because what you mention (splitting the model in different objects) is a super easy thing, you just detach them and export the separated objects to different nifs. The main hurdle when implementing an armor you got in obj is going to be skinning. All extensive tutorials about making armor for skyrim should cover that, I could give directions for 3dsmax if you need, though there are perhaps more tutorials using blender for this. Since you mention you got 3dsmax I can explain how you'd split it in different objects: >So, you have your model imported and selected, on the right you should have the tab with create, modify, hierarchy, etc. Go to modify. >You should have "Editable mesh" or "Editable poly", doesn't matter. >Go to selection, select element or polygon as needed to select the part you want to separate. >Then go to edit geometry and detach, you now should have that in a separate object to export it later to a separate nif. >Repeat for the other parts and give them appropriate names.
  16. If you want to make armor and you models in obj you are going to rig those models to skyrim skeleton, you need a 3d modelling program for that, blender for example.
  17. 6 isn't "greyscale enviroment or cubemap", it's enviroment mask (as you have written it's named in OS) and it does have something to do with cubemaps. It's a greyscale image used to determine where and with what strength the cubemap (slot 5) is applied to the model. White means full intensity, black means zero. Note Skyrim has different shaders and the slots receive different functions depending on that, for instance slot 3, emisive isn't the same as subsurface color. It's just that if the shader of that model is glow then slot 3 is the glow map or emmisive, i.e. to control where it glows and those maps are usually named _g in skyrim. If it's another using subsurface then that slot is for that and it will be named _sk. I don't have much experience with skin shaders. Likewise the meaning of suffixes in textures can also depend on the shader being used and that's where the multiple _m with apparently different meanings may come from. I also wouldn't trust suffixes to be completely consistent among vanilla assets, diffuse maps are sometimes suffixed "_d" for example, most of the time they have no suffix. You can find some correct info here about the different shaders: https://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ Including a chart with the purpose of each slot.
  18. Don't put the properties inside the fragment, first as fragment put just a semicolon and compile it so that it generates the fragment script. (you might need to close and open the quest here) Then you can go into the script tab and add the property there (or manually to the bottom or top of the script outside of the fragment block) and then you add your code to the fragment.
  19. I think that in papyrus: If((CurrentDay == Int1 || Int2 || Int3 || Int4 || Int5 || Int6 || Int7) && IsTraveling == False)Is going to do: If ((CurrentDay == Int1 || (Int2 as Bool) == TRUE || etcOnly checking the first int against CurrentDay and then checking that the others are different than zero . Instead of checking all Ints against CurrentDay which I think is what you want to do. If so, do the more explicit: If (CurrentDay == Int1 || CurrentDay == int2 || etc)
  20. You could follow the tutorial for skyrim classic and then run the mesh through nif optimizer, available in the nexus. that will convert the nitrishape + nitrishapedata to bstrishapes.
  21. How are you filling RemoteObject property, in ck or are you getting a reference to the misc item at runtime?
  22. 1) When it hits him. In a simple fire effect thst's when he woukd start burning, same thing here. 2) Theres this function: https://www.creationkit.com/index.php?title=EnableAI_-_Actor I dont see why you'd need a quest for it. Could perfectly well be run from the magic effect. 3) Yes, you'd use those (if you use placeactoratme check the notes in the wiki: https://www.creationkit.com/index.php?title=PlaceActorAtMe_-_ObjectReference). Both are run in an object reference which can be a marker or anything else, another actor is fine. 4) I would just make a bool property and set it yourself in ck with whether its conc or fire and forget.
  23. The problem there with GetTargetActor is that you are running it on a spell form and that's not the script it belongs to, it's an ActiveMagicEffect function. That is a running instance of an spell/enchantment effect on an actor. For example you could do "self.GetTargetActor()" and it would give you the actor in which that instance of SpellName script is running on*. It's very different from a spell property which is the equivalent of writing the spell's formID in pre-skyrim scripting. Not sure if that's clear. You also don't need to declare functions like: "Actor Function GetCasterActor() native" What I'm not completely sure is what want to do, what is the "ActiveFireEffect" filled with? *there are other ways to get that, for example in an OnEffectstart event one of the arguments is the target actor and other the caster and you can save it to a variable outside the event to use it in other events or functions.
  24. Well, of course it only runs once, you've used registerforSINGLEupdate once. Either use RegisterForUpdate or repeat the registering at the end of OnUpdate to chain them, like this: Scriptname EquilibriumScript extends Quest MiscObject Property Gold001 Auto Event OnInit(); RegisterForSingleUpdate(1.0); EndEvent Event OnUpdate() Debug.Notification("Hello, world!") Game.GetPlayer().addItem(Gold001, 1) RegisterForSingleUpdate(1.0); EndEvent
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