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JimFever

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  1. 0_master.hkx is refered in every objects i ve checked at some point, i guess its the root/master of any animation behaviour. the hkx i m want to "duplicate" as new objects and not replacers ones are for NPCs mostly (for idles) , some of them could be either player or NPC used (some sit replacers attached to chairs for example) Some animation mods have their own hkx files, i guess i have to create one at some point for those objects and my plugin but i dont know how. i have FNIS (using it every time i add NEW anims/mods ofc) i should check more documentation on the dev. side for it, your right.
  2. ----- @cumbrianlad : thx, i ll take a look at that post asap :smile: ! -------------------------------------------- @TyburnKetch : I m trying to do exactly that, yes, the new objects involved would have different path structures than the vanilla versions (since new objects and not replacers) but i miss the knowledge or ressource to define the path of the hkx file : - I can create a new object (either an Idle marker or a piece of furniture containing an animation) in the CK and SSedit. Brand new objects IDs from copied vanilla ovjects and records but "all new". - I can edit those new objects records to use a new .nif (and not the vanilla nif). the nif path is editable easily. Most, if not all furniture type object use a nif (even idles which have no real 3D object, they use a nif, needed for them to display in the CK at least...) - I DONT KNOW how, or what (?), to edit to change which hkx file those objects use (mine, in new folders). so i dont know how to define the new path toward the anim variant. If i were able to do that last but essential step, its easy to create a plugin (esp or esm) with a bunch of ressources using valuable anims (example 5 different chair sits, 10 idles etc etc)
  3. I m trying to convert some various animation REPLACERS ressources into brand new idle (or furnitures) objects. Example : i have a idlelaydown.hkx replacer animation but instead of using it as replacer for the vanilla marker, i d like to create a new Idle marker and link the replacer animation in it (placing it in a different folder than the replacer / default anim). Creating a duplicate of the idle marker (or furniture) is super easy, creating a duplicate of the linked nif also, but i m lost on how to define a new path / file for the animation file itself. The purpose of this is too have variants of idles and furnitures using various alternate versions that someone could place in their own creation, call it a idle or furniture library for modders so... I m able to work with the CK, SSEdit, nifskope and so on, i m more clueless on how to edit .hkx files tho. And also, is there a core limitation due to the engine to do this ? Any help and clarification much appreciated... :yes:
  4. Nevermind... i nevert thought i could find the culprit that easily but it came from... Fight Aggressively.. (as the author mentions it and... hopefully corrected it in its last version) I keep that post here in case its usefull for anyone. Gosh... Still...
  5. The issue appeared since i update the game from 1.3 to the (regular)1.3.1 and a few mods (installed modlib for the occasion), so, since a couple of days. I noticed it during a siege attack and when fighting, my character took damage and immediatly after regenerated some hit points. Its a portion of the HP, but it happens enough often or fast than i m rarely not full HP, i can eventually be taken down if hit by multiple blows at the same time or from a one hit making a horse charge (it happens on all battles not only siege). Of course, this totally ruins game experience and i have no idea where it comes from. I thought it was linked to me doing damages and gaining HP when hitting (since i could loose a few HP bar levels beeing hit also), but i m not quite sure now.. I think i noticed a few "regeneration" after beeing hit while doing or hitting nothing... I m wondering if its a save game corruption (and an horrible one :sad: ) or it could be a bug introduced by a recent mod update ? My mod list is short for now and counts only : Modlib (new since one of my mod required it in its last version ) and : Sound the Alarm, Fight Aggressively and dont run Away, Realistic Battles, Troop Collision and Siege Tower and castle stairs fixes, Sort Units. Except No Dragon banner time out (currently disabled sincce not needed in my playthrough and eventually outdated), i didnt installed/tried any other mod during my play. Any idea to help will be greatly appreciated. This is a game and total fun killer bug. i feel like beeing infected by a cheat while i m the kind of player who will add mod for extra difficulty instead. Gosh :sad:
  6. Is there any mod to show/scroll all the messages that display (way too fast and vanish...) at the left bottom corner of the screen (in map mod) ? I saw it shortly on a stream but didnt found this yet here on Nexus. Thanks for any help !
  7. I got an issue with my short favourite list here as well. I had four, including Skyrim, Fallout4, Skyrim SE, and the Witcher 3. The last 2 have disappeared and i cant add them anymore (it says they already are in my list but i just cant see them). I cant remove one either, i have an error message. Its like the whole list is corrupted and broken. Any workaround to fix this ? [Edit] : i had this since a few days, and... not sure if it fixed itself or due to some magic admin divine intervention, but its working again now. Thanks "in case of" :) Actually i hadnt Fallout4 in favourites but some other game, anyway all things restored and working again
  8. Your much welcome. The thing is that i... litteraly made hundreds of DDS in another contex, for Rfactor1 and older car simulators during more than 10 years, opening and saving every kind of DDS files (from templates or directly ingame files) after reworking them heavily too, and i ve never encountered such a thing as a color "shift" while just opening any DDS ever like it was the case here o_O Thats weird. You never stop to learn i guess... On a joke side, and about plugin Intel beats Ndivia by 1-0 then :laugh: Errr... A totally offtopic pic, containing a bunch of edited (actually fully reworked and designed) DDS. : #FeelsNostalgicMan #FeelsOldMan :ninja:
  9. Oh it did@Algabar, but not the way i expected, but thanks to your plugin version yessss. So big thank you :) So... i installed your version and removed mine and kept on trying like 5 or 6 different save format (from DXT1 to that DC7 format in its variants). I got various results, all wrong, some of them looking the same as my previous tests and some even worse with a bigger tint gap. Almost gave up untill i REOPENED the original DDS (with your plugin then) and found out a totally different result than before. (i made my new tests starting from my PSD, which have basically the (supposedly correct ) original DDS, then a layer with my little tweaking, flatening all before exporting...). So, the "stupid thing" was in the opening, with my plugin version, i either screwed up something in the opening settings (my version have more options than yours for opening DDS), or its just not working on those files, i coulnd tell. Anyway, thats how the FaceTint TRULLY looks here (i put my modification on the right for comparison purpose ^^) As we can see, we are far from that blue-ish tone that showed in my first version opened (and then) explaining that big tint gap. Nothing was screwed in the save process so.... I exported in simple DC (DXT)1, color only (no alpha), 32 bpp no compression for quality. Because... the other difference is that i got no alpha layer in the file when opening with your plugin version, so your comment on that was on point ;) ! Here is the result. hmm i might adjust my tweak on the make up like a little less but that works and, as "stupid" as it was in the end, now i know what was wrong. Thanks for you help dude :)
  10. Aaahh, finally somebody trying to help, thank you :smile: ! I was suprised nobody answered and thought an answer would pop up like "hey just get sure to click THAT parameter because blabla" but nope :sad: Looks like a stupid simple thing to me that goes wrong but i m still clueless. Thank you for the tips about the alpha channels and other textures use by the game engine. Always good to know and define precisely how they are used. (i got a better knowledge of Alpha channels than speculars and others sub use textures tbh...) Anyway, as mentionned in my question i dont get how that HUGE tint gap between the original file and my little modified file happens in.. the save process (?) (the face skin should have that very orange tone with this lighting here, just as the torso, the original have it...). Since, my saved file have the same true/full white alpha chanel ( = the tint layer should be fully opaque if that alpha channel is ever used in this case), or at least used in the same way, and give the same tone then. Sadly my DDS plugin for photoshop looks outdated, i ve heard only recently of that DXT7 format but its not in my version (DXT 1,3 and 5) v 8.55.0109.1800 from NDivia. Years back i used to produce tons of DDS for some car custom textures without any color corruption problems but there were no potential transparency involved, if its the cause here of the tint gap, which i m not sure. The whole face making in Skyrim / & SSE is giving me headaches on every aspect... I still dont get what is wrong, even if your comments makes me wonder about a few fix solution. Sorry to ask such a sounding lazy question but do you have any reliable source for a newer DXT plugin ? (a few months ago, it tooks me more than an hour before finding a working DDS plugin while i would find it in 15 seconds 10 years ago *sighs*)
  11. I want to tweak an existing and working perfectly FaceTint file for an NPC. (The face head texture and body tint match perfectly with the skin set used) I just adjusted the eye make up part in photoshop to make it less heavy and saved the DDS using DXT5 - ARGB , 8 bpp - Interpoled Alpha setting. As you can see here (jpg previews), the only difference is around the eye make up and no other color value is modified, so, unless i missunderstandand how facetint files work, the facetint should be the same and preserved. Original FaceTint DDS : Modified DDS : I dont understand since now i have a face tint global mistmatch between the head and the body like in the pic below : So my guess is that something is screwed up in the DDS saving process that change the global tint of the face (or was it in opening ? DDS facetint are 8 bits files isnt it ?) Both Previous and new DDS have the same alpha layer (plain white Alpha 255 255 255) So i dont understand. is there some normal maps option or something else i should use ? is my DXT5 format valid for Facetint files ? Thanks in advance since i m clueless after a simple modification...
  12. I totally agree with you about xEdit Taffer, while i m only using a small portion of what it can do, its very well designed, powerfull, safe and "readable", and not so complicated ;) As much as i am on the side of CG artist things by profession and nature, when it comes to do some dirty "boring" technical things i want something clean, straight to the point and handy to work with where i can do tons of edits, fast and clean, and Xedit / SSE Edit is that, totally. There a such powerfull and simple features... There is still things you cant do with it compared to the CK, i believe, but just starting with the CK ESP selection window (no resizable. ugh) you want to say "ok, no thanks, byyyyye...". :p So for now i avoid using the latest asap. Allright, as a sum up from discussions here, Form ID is the only critical thing not to deal with, as far as a save game is concerned, and for what i want to do. And you could edit everything else if you know what your doing ^^. It was my first guess from what i worked on before, but since SSE Edit would ask you to rename a record copy Editor's ID (from copy as new record ), even in a different ESP, i was wondering how sensible that Editor ID was in general... Thanks for some infos and exchange here, you never walk alone on Nexus :p :)
  13. Damn your right Taffer i get totally confused in my last post typing Form ID instead of Editor ID, which is the only thing i really care and wonder about ... and thanks for finding that in my wall of text :tongue: I often edited them before the object is beeing put inworld (for sorting the merge) After editing when in world and in save, its all what this wall of text is about... sorry for the confusion, correcting my post above in green where the mistake was...
  14. Thanks for trying to help, even if accidently here lol. And no, that was not me asking for this before... i am not really confusing the form ID and the Reference ID here (i know the concept, at least basically lets say), which works for objects and actors etc. The reference ID beeing the instance(s) inworld, if i can sum it up like this, yes ? But talking of it is totally relevant and you point out at the right thing here in my wonder since... once placed inworld, that object will have one reference ID (= one instance). So basically my last question was about the consequences of changing some records of already "existing" (= referenced inworld) objects, about the EDITOR ID specifically. - You confirm that the form ID should never be edited for such existing objects. That will break the "link" between the reference ID and that form ID for sure (sumed up with noob language...) - The answer about the Editor ID (which is the only answer i really need kindda...) is not super clear tho, or at least "final". Yes you can change it with SSEEdit (i avoid using the CK at all cost here, except for placing or moving things, and i backup every facegen files prior doing this, backup the content of my fridge and write down my last wishes testament before lol... ), but what are the consequences of such changes ? >> does modifying that editor ID will "break" the link with the existing object (the reference ID / inworld) like changing the form ID most certainly does ? - For the display name, yes, i ve tested that multiple times, hopefully, and i need it for better sorting too, inworld, this time, cos... "reasons" to be short :smile: - I avoided renaming Editor IDs so far except for a couple of things, and very recently (which were body parts files actually... silly me doing this since it wasnt really needed except for cleaning a Editor ID name of some unwanted suffixe). i m wondering about the consequences of that silly move so... - I "kindda" need to rename a couple of things (Editor ID) since i changed totally their use (bodyslide morph and nif path) making the Editor ID name totally irrelevant as it is now. But if that breaks my game doing it, i wont do that change ofc, and can live with that name since this is an exception.
  15. I m building a getting bigger and bigger merge ESP of little armor and outfit mods without any problem problem so far : I have some question tickling me since a bit tho, even if well organised and cautious doing my merge and additions (with merge plugin + SSE Edit only, no CK involved ever). I try to edit the original mod's esp often before merging, giving appropriate names for better sorting once in my bigger file, this worked well but i have a few exceptions which may needs some editing AFTER the related object is placed/given to an NPC inworld and in game because i made some changes afterwards, and that makes the name like irrevelant now. So my concern is about not leting dirty/wrong datas in my saved game if i ever make a change in the esp : - I assume the ARMO NAME (Object name) can be changed any time, it will just display in game with its new display name (this data is not saved in the save game file ever) > CORRECT ? - I assume i should NEVER change the form ID (number) (either ARMO or ARMA) since this will create a new object/reference technically. that info is saved and so the previous inworld object will just disappear (and let some dirty datas in the save... ?) > Correct ?... - i wonder if i can change the EDITOR ID tho, of either the ARMA/ARMO reference of an object, because, on second though, or due to some modifications, it really needs a more relevant name (for sorting for example, and also about its content and property etc...). So, is that EDITOR ID info saved in a save game file ? (see above form ID change that i never do...) Can change / Cant ? #Noobish question :pinch:
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