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SydneyB

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Everything posted by SydneyB

  1. Merry Christmas and Happy New Year 2017 to you and all the Nexus team! :) Thank you for everything!
  2. I tried this and this didnt work either. I have no idea why everyone else can port their nifs in but mine dont show up in game. Any further advice is very welcome. Oh :( Then it seems the only way of fixing those meshes is using Outfit Studio :)
  3. But those warnings are from the vanilla files, so it doesn't matter, they do no harm, you can just ifnore them :)
  4. Try this: http://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition#Bald_character_.28hair_mesh_not_rendering_in_game.29 It worked for me and the steps in the thread by Arthmoor didn't work ;)
  5. Haldir, try these steps: http://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition#Bald_character_.28hair_mesh_not_rendering_in_game.29 I try fixing a hair mesh with only the two steps you've tried and it didn't work. But it worked with the 3 steps stated there and take from the reddit thread linked at the "source" section :)
  6. Wellcome to the wonderful world of mods, Paul! :)
  7. Fixed! You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Forget about the ones under the Mod.esp folder! Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems :smile: I am going to update my mod :wink: Thanks Zilav! :)
  8. For vanilla followers, the new Creation Kit creates new facegen data under the Skyrim.esm and under the Mod.esp folders every time the esp file is saved (and everytime i select the "Upload file to Bethesda.net" option). Do you mean that, moving the facegen files generated under the Mod.esp folder to the Skyrim.esm and only packing then the ones under Skyrim.esm will solve the problem? By noe, packing the facegen data under both the Skyrim.esm and the Mod.esp folders doesn't generate any problems provided that you are only using one mod that modifyes the vanilla NPCs faces. Problems appear when you use more than one mod that modifies the same NPC face.
  9. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm" In Skyrim Special Editionm when you cange the face of a vanilla NPC the facegen data is generated under two folders: "Skyrim.esm" and "Mod.esp" (where Mod.esp is the name of the mod changing those faces. In Skyrim, if two mods changed the face of the same NPC the only problem of incompatibility between those mods was that you would only see in game the changes done by the last mod loading in your load order, as the files in the Skyrim.esm folder of the second mod overwrote the ones of the first mod. No glitches or bugs at all. But in SSE things are not so easy. I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder * As the facegen data under ModA.esp folder is not the same than the other two, Lydia's face appears either black, or with some lines over her face, or pixelated, or presenting any other graphical glithes! This only happens for vanilla NPCs. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Any way of fixing this or it is just something we have to learn to live with? :)
  10. Thanks Sir and the rest of the Nexus team for your hard work :)
  11. * As I wrote down on the Wiki, that happened to me when the mesh had bones with zero weights. And it isconsistently happening when the meshes have those extra bones, and the meshes become visible after removing them. I haven't had any other causes for invivible meshes. * If you want it to keep its form, rig it only to one bone, for example, if you want it to follow the head, then paint all the mesh with a weight of 1.0 (100%) for the head bone and delete the rest of bones (vertex groups in Blender). The stretch is due to different bones moving in different directions and parts of the mesh following the movement of one of the bones and other parts of the mesh following the other bones. * I don't know much about Outfit Studio * I dont understand what you mean by "skeleton rigging". You, of course, need to attach a skeleton to the mesh before exporting it from Blender. The tutorial on the Nexus Wiki explains how to do that, but if you have any further question, feel free to ask ;)
  12. Open two windows of NifSkope and set them side by side. In one load your nof file and in the other one load the vanilla nif file you've used as a template, and compare all the values :)
  13. These are the traslation values you need if you want to position your mesh exactly where vanilla meshes are (under the grid): http://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_2#XYZ_Translation
  14. You can try these tutorials: http://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_4 http://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_1 If you just want to modify slightly a vanilla armour I'd say Outfit Studio would be the easiest way of doing it. But I am used to Blender and I prefer having total control on what I am doing :)
  15. Aren't they like the rest of textures / materials? if they are this may help you: http://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_3
  16. It has been that way since Oblivion days, Dwoot, so I doubt the CK will change this way of working in the near future XD
  17. If you have added new objects and you have named all of them beginning by the same letter (for example, of the items I create in the CK begin by "Ashara" and then I add something else), you can use the filter and the CK will only show the items that contain that string. If you have modified vanilla objects, then the only way I know of is what Blah has said before.
  18. http://wiki.nexusmods.com/index.php/Category:Fallout_4
  19. Gluumba, the problem is that Outfit Studio is not capable of applying cloth physics to the mesh. The reason it that the skeleton Outfit Studio uses in the reference body doesn't have those physics bones. You have to use another 3D tool like Blender to do that: http://wiki.nexusmods.com/index.php/Adding_physics_to_an_armour_in_Fallout_4
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