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Gamerboy385

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Everything posted by Gamerboy385

  1. I probably should have said this before, but I'm not using any of the vanilla meshes. I'm using one that I made myself. http://i.imgur.com/Ysh7o.jpg
  2. I'm not going to lie... I have no idea what half of that meant... What box? What "armor thing?" What. I got caught up on the spelling of most of this. What does half of this (and everything else you mentioned) do to fix this? A step-by-step process is nice, but being able to understand what it is I'm actually doing is very helpful too.
  3. Did absolutely nothing for me... http://i.imgur.com/Ysh7o.jpg I'm getting extremely frustrated. I want to get a damn workflow set up for this mod and I'm so close to being finished after two months of learning these tools.
  4. What really matters is that the vertex number index is identical. If you reordered the verts between meshes it'll assplode as you can see. sounds like you reordered the vertices some how. If the meshes verts were actually identically numbered, in effect a working morph, then skin would have pasted over across meshes perfectly. If you add a morpher modifier to one of the meshes you will easily see if the morph target is intact. If not there is another thread in this forum that has pages of discussion on this, called something like 3ds max tutorial... something like that in the thread title anyway. Read that for several method to get a working morph. I used a morpher modifier to see if that would help me figure out which vertices were going hay-wire, but it worked completely fine without any problems in 3DS Max. Still won't work at all in Skyrim though.
  5. I'm trying to do this all manually with custom body mesh instead of armor. The reason I'm doing this by hand is because I'm using a custom skeleton I built from scratch, which I don't know how to make compatible with this tool. I made the two extremes and they worked just fine in the CK and in the character creation menu in-game, but anywhere in between looks absolutely... freaky. It still has the basic shape in between the light and heavy extremes, but the vertices seem to switch places from one extreme to the other. The result is this: http://i.imgur.com/dyyJk.jpg The weird thing is that I know both the meshes have the same number of vertices - 1363 for each - but I still get this problem. There was a problem I was having in 3DS Max when I tried to copy the skin modifier from the initial mesh to my new, thinner mesh where some vertices weren't anchored right so I had to manually fix them, so I think that might be the cause of the problem. It also might be worth noting that I don't have a BSDismemberSkinInstance set up at all. The only modifier I have is a regular skin modifier. What am I doing wrong?
  6. Any chance you could elaborate? What's the issue?
  7. So I'm guessing - due to the fact that the nexus page with the downloads for the behavior files and skeleton is down - that this is a lost cause?
  8. I would really like some help creating a new behavior file for a brand new race with it's own custom skeleton and mesh. Can I get any assistance with this from anyone?
  9. Turns out all i needed was some default hair and eyes. No tri or egm files needed since i only have one size meshes anyway.
  10. I figured out what was causing it: i had my BODY biped object selected in the first person section of my race's body data tab. Now i'm able to play as my new race via console commands, which brought me no end of smiles and happiness when I finally typed in the command and didn't crash instantly. Now I need to make the same thing happen in the race selection menu, since that still causes a CTD when I highlight my race. Do I need to have a special actor set up for the player race menu to work? Or do I need some sort of facegen data? Or something else entirely?
  11. Would either of you happen to know anything about the skeleton in the _1stperson folder in the character race folder? is it essential in order to make a custom race playable? I ask because I've been working on making a new playable race with a new skeleton and mesh for the past month and I have yet to be able to select it in the race selection menu without the game crashing to my desktop. I'm thinking it might be because I don't have a _1stperson skeleton yet.
  12. I'm pretty sure I have the basic skeleton right with all the bone names, but it's all the extra stuff that allows characters to do things like hold a weapon in their hand when they have it drawn, or cast spells. The WEAPON node, for example, seems to be causing an error when I try previewing my custom race in the CK. "MODELS: Weapon bone (WEAPON) on () does not have zero children, weapon reparent may fail." There's also the magic node that I'm really confused about. I have no idea how to get that to work, there's several child nodes for those in Bethesda's skeletons that I don't know anything about.
  13. I'm pretty sure I have the basic skeleton right with all the bone names, but it's all the extra stuff that allows characters to do things like hold a weapon in their hand when they have it drawn, or cast spells. The WEAPON node, for example, seems to be causing an error when I try previewing my custom race in the CK. "MODELS: Weapon bone (WEAPON) on () does not have zero children, weapon reparent may fail." There's also the magic node that I'm really confused about. I have no idea how to get that to work, there's several child nodes for those in Bethesda's skeletons that I don't know anything about.
  14. Skyrim is my first modding tool and I've only had 3Ds Max for about a month now. I've been trying to make a brand new playable race from scratch with a new skeleton.nif, mesh.nif, etc but I'm not sure how the skeleton needs to be structured so that the game doesn't crash to desktop every time I highlight my new race in the player race menu. Do I need to have a _1stperson skeleton.nif as well? I've noticed that there's a lot of stuff that's in the regular skeleton that isn't in the skeleton in the _1stperson folder. The _1stperson skeleton.nif also has several NiNodes between the "NPC Root [Root]" node and the "NPC COM [COM]" node, which are: NPC LookNode [Look] NPC Translate [Pos ] NPC Rotate [Rot ] My theory is that these are what allow the player to control any race that uses this skeleton. The only problem with this is that none of the playable races reference the skeleton in the character\_1stperson folder. tl;dr: How do I make a skeleton for a playable race?
  15. Skyrim is my first modding tool and I've only had 3Ds Max for about a month now. I've been trying to make a brand new playable race from scratch with a new skeleton.nif, mesh.nif, etc but I'm not sure how the skeleton needs to be structured so that the game doesn't crash to desktop every time I highlight my new race in the player race menu. Do I need to have a _1stperson skeleton.nif as well? I've noticed that there's a lot of stuff that's in the regular skeleton that isn't in the skeleton in the _1stperson folder. The _1stperson skeleton.nif also has several NiNodes between the "NPC Root [Root]" node and the "NPC COM [COM]" node, which are: NPC LookNode [Look] NPC Translate [Pos ] NPC Rotate [Rot ] My theory is that these are what allow the player to control any race that uses this skeleton. The only problem with this is that none of the playable races reference the skeleton in the character\_1stperson folder. tl;dr: How do I make a skeleton for a playable race?
  16. I'm having troubles with this same exact thing. I have mt_idle.hkx replaced and working, but that's all my custom race ever plays. No matter if it's moving, has a weapon equipped, or anything else at all, it never plays anything other than the idle animation I made for it. I know it's got to have something to do with the gameplay > animation part of the CK, but I have no clue as to what I need to do in there to make my other animations work. *Edit* Just realized we're not having the same problem. I'm trying to make my own new race from scratch with a new skeleton, mesh, etc.. I'll go make my own thread.
  17. That's strange. Nothing's wrong with your export settings, but your NiTriShape should have it's own hierarchy the same way mine does, with the BsShader, NiTriShapeData, SkinData, etc in it. I don't really know why yours is appearing that way.
  18. I've been looking for a way to do this as well. I've been working on my own made-from-scratch creature follower for quite some time and it doesn't ever attack anything. All it does is follow me around.
  19. the problem is that you flattened the hierarchy of everything when you were only supposed to flatten the hierarchy of the skeleton. What export settings did you use? It should look something like this.
  20. Currently I'm working on getting my own custom race into the game with it's own skeleton, model, animations, etc. So far I have the skeleton and the model in game with no problems at all; it doesn't move or do anything yet, but it's in there. Next thing to do on my list is to make a behavior graph for the thing and add an idle animation to it. I'll be sure to put a tutorial of the whole process later on, from rigging your custom mesh with a skeleton, to editing the .nif files so that they can be put into the Creation Kit properly without errors popping up.
  21. I think I'm having the same problem. But instead of copying a pre-existing race, I created my own mesh, skeleton.nif, and .hkx files for a completely new race, but it's not showing up in the preview window at all.
  22. I would like a solution on this as well. I have everything I can think of for this custom race, but it still won't show up in the preview window.
  23. I think I'm having the same problem as you. I created my own mesh, skeleton.nif, and .hkx files for my new race, but it's not showing up in the preview window at all.
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