Jump to content

skeriphin

Premium Member
  • Posts

    41
  • Joined

  • Last visited

Nexus Mods Profile

About skeriphin

Profile Fields

  • Website URL
    http://shadowkeriphin.com:8181
  • Country
    None
  • Currently Playing
    Skyrim
  • Favourite Game
    Unpossible to State - Atrocious Question

skeriphin's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Fantastic! Glad you got it sorted!
  2. Well Win 10 has some weird problems but haven't had CK and win 10 issues. (yet) Each machine is different tho.
  3. I used to think - Nah Textures - ya don't need them until you are ready. The game will just display the mesh without textures... NOPE! (at least in all my experience of very little :happy:) For custom textures - having proper .DDS with _D _N _S and BGSM (material) is very important. You can call on existing textures if you just need it to display but you will definitely need the textures to display your mesh.
  4. After resetting everything to default and reapplying the Havok Data... I realized that... Maybe the problem is not really the mesh so much as it's placement in CK... Even if the mesh doesn't appear as 0,0,0 I can always adjust it there... Now originally I was going for a simple mesh swap - haven't seen it in the world. But really? Maybe I was just being lazy. Dunno - but of course this mesh is a different size than the original and thus the original placement might have diff coords/transforms. Regardless - keeping things clean as Ethreon has suggested is still a best practice. :) Thank you. (again and I am sure many more times) Also - Thank you BlaBlaDEEBlahBlah.
  5. The directory in this case shouldn't matter as long as the items are in the meshes/materials/textures directory respectively. I glanced at the nif. Did you copy a lot from the reference nif? Does the nif load without animations attached? Now you say static mesh... static means no animations? At least to my understanding. Granted you'd think if it was static it would ignore the animations attached but this engine doesn't always use 'advanced 'logic'' When I have a moment i'll load the nif in CK and see if I get the same crash.
  6. I have read mods that do 'similar' things; not necessarily what you are trying to make but menu manipulation. Depending on the scripts - F4SE might be a great start or maybe one of the Keyword Resource Mods on nexus. Additionally you might search "workbench" and see what mods are there and if any of them touch on the ideas you have and reverse engineer them or reach out to the authors. Hope this helps.
  7. Is it the Animation or the Mesh itself crashing? At what point does it crash? Are you only loading the Fallout4.esm and DLC04.esm? Where are you placing the object? and what kind of object are you creating? for all my test - I run them first in QASmoke (if the area needs to be bigger - just move some stuff around or add floor)
  8. You might want to repair your Fallout 4 installation. Delete the fallout4.esm then verify it to make sure you get a clean version. Or uninstall FO4 then reinstall... at 80+gb thats not an easy thing so start with the *.esm first. You might also try and update your graphics drivers... just in case.
  9. Try loading just the Fallout4.esm and nothing else. Also you might want to repair your Fallout 4 installation. Run a verification on it - see what happens. You can also delete the fallout4.esm then verify it to make sure you get a clean version. Also -does the mod you are loading have any masters or other dependencies? Edit: You might also try and update your graphics drivers... just in case.
  10. Well I get xform errors when I don't collapse so that might answer the question. Anyway - I reset the Pivot Point. Then Reset XFORM and Collapsed To. Now its too High! heh heh. Something I am not understanding during Bes Conversion to nif....
  11. I reset Xform as the last thing I do - and then I collapse to - should I not collapse?
  12. Hello All, I am having trouble wrapping my head around the collision aspect in nif. Collision works great however the mesh is off center after exporting from 3DS Max to .Nif and viewed in game. If I apply in Transformation for the BSFadeNode 90,160,60 - the mesh shows up correctly in game however the collision is still in the old spot. So I adjust the BSTrishape Translation. Still no change in the collision however the mesh is showing correctly still but shows up in the Nif with double the translation value. I am assuming that the shadow wire frame seen there is the collision or something. Collision works great and is the mesh however I need it all to be match the same coordinates. Any advise would be great. Thank you very much. Best Regards, -SK
  13. I have tested this on a friend's computer - you sir are quite right. I suppose the SDK is required for this to work. Bit the bullet. Bought a copy through the subscription program. Autodesk really should give you a discount for the stand alone copies. Regardless. Thank you!
×
×
  • Create New...