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Skybroom

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Posts posted by Skybroom

  1. A few days ago my game started suffering from these pink shadows on architecture objects. They look weird and got me totally confused because of their mysterious origin. I am using Imaginator. Checked MCM settings many times. I am using ENB. Nothing strange or unusual I can see when ENB is on. And once I switch it off, I see these stupid shadows.

     

     

    http://images.vfl.ru/ii/1569951954/e3199d82/28040053.jpg

    http://images.vfl.ru/ii/1569951959/27a0eb49/28040054.jpg

     

  2. Are you guys happy with how NPC turn around?

     

    I mean turning around after being in a standing state.

     

    Actually got excited to see this topic. But I have a diametrically opposed viewpoint at the issue. Been wondering if it's possible to make NPC "blink" or "jerk" around when they need to turn around. I'd totally prefer teleport effect instead of animation, cauze NPC look so clumzy while doing their turn around routine. One of the most annoying things in game ever.

  3. Hi. I'm trying to replace female helmets (only) by circlets. Is there a way to only change female helmet armor addons using creation kit?

    To see men npcs faces when they're wearing helmets is boring :/

     

    Thank you for your time

    There's no way to appoint different slots for male and female model. Either helmet, or circlet, or both, or none of these.

     

    What you can do in this situation is you can create a new ARMA and ARMO (a circlet for females). Add this ARMO to a new outfit. And appoint this outfit for female NPC to wear. You need to know which NPC should wear it.

     

    Creating new armour is always for good. One day you'll probably meet a handsome man whose face deserves to look at ;)

  4. If you know any true sons and daughters of Skyrim... sorry, if you know any mod which helps inn people sleep tight and not bother themselves getting up to react to the bard performing the song, please let me know. It seems like non of the mods I am having in my load order stops NPC from getting up from bed like a zomby as soon as the bard starts singing. And I am having USLEEP, Sleep Tight, and Immersive Citizens Light. It doesn't look immersive to me. I guess people would prefer staying in bed normally. If I knew how to edit and which package to edit, I'd have done it on my own. So, please if you're interested in and capable of getting this minor yet noticable issue solved, I'd be grateful and send you a kudos kiss.

  5. Strange, I've already scaled chicken, scaled hare, scaled dog, scaled cow, scaled goat, scaled sabrecat, with no problem. I apply changes which drops scale value to 1.0 Isn't that okay with skeleton?

     

    Okay, I'll try it with Blender. Thanks for advice.

  6. The other day I've just had my first experience with turning armor into world object (ground model). It really is a slightly tricky thing. I did it with the second attempt. The successful procedure was this (although some of these stepps might be odd):

     

    - Open up two nifs in NifSkope: one is your armor, the other is any GND model with collision etc. (source GND nif).

     

    - Convert source GND model's 0 BSFadeNode to 0 NiNode and rename it to Scene Root.

     

    - Copy all the NiTriShapes of your armor to GND nif, remane those, transform it if needed (scale, translate, scale vertices, rotate...), remove odd (old) branches.

     

    - Change Shader Flags, like it was said above (uncheck SLSF1_Skinned flag).

     

    (Important stuff:)

    - Convert 0 NiNode back to 0 BSFadeNode, save file with different name ("GND New" just in case).

     

    - Open up the source GND nif, copy all the NiTriShapes from "GND New" to source GND, remove old branches. Save it.

    ---------------------------------------------------------------------------

    That's all. As you can see, you need to repeat some of these stepps.

     

    I hope I could help.

    1. I want to make a mount that uses the horse skeleton and animations, does the mount have to be in the shape and height of a horse to use the skeleton?

    I want to make a custom gargoyle mount that resembles the Notre Dame Cathedral or St. Vitus Cathedral Gargoyles and is able to jump so I would have to give it the horse animations. Thank you in advance.

    Check oldcyder's

    • FollowerLivePackage

    The mod has a bunch of mounts. Even chickens are ridable. I am a noob at that. tho I doubt it that gargoyle can use horse skeleton. I presume, to make it ridable you should edit gargoyle's skeleton (isn't it a werewolf skeleton BTW). Or you can make a gargoyle monster of a horse.

  7. In CK > Edit the actor > in Traits > set its Height to scale the deer.

    Thanks for suggestion. This isn't what I need. This will scale skeleton. My deer is a mount deer. I need to scale it's body mesh in order to reduce the gap between the back of a mount and the bottom of a rider who otherwise appears floating in the air. Is that clear?

     

    In any case, I want to learn how to get rid of those unequal translation parametres. To me it's a common issue which not allows me editing some other models too.

  8. I am looking for advice on how to scale a model with several NiTriShapes if those NiTriShapes has different translation by default.

     

    For example, I need to scale this model of a deer:

     

    meshes\actors\deer\character assets\reindeer_skin.nif

     

    It has 4 NiTriShapes. Two of those (namely eyes) have this translation:

    http://images.vfl.ru/ii/1563975517/a0feb50a/27318440.jpg

     

    Other two (body and fur) have this translation:

    http://images.vfl.ru/ii/1563975518/910d1fd4/27318441.jpg

     

    I need to change the deer's scale to 1.07.

     

    If I scale each of the 4 NiTriShapes and do not Apply changes, the changes are invalide in game.

    If I apply changes, I get the deers eyes moved aside in game.

     

    Other algorithms gives no positive result as well.

    What I should do?

  9. The cart can be anywhere. It's unpredictable. It temporarily occupies the spot in the street or on the road in the wilderness. So it makes meaningless editing Navmesh.

    Can I attach to the very model of a cart something similar to NavCut?

     

    Still have no answear on how NPCs avoid bumping into each other and into PC.

  10. If you are a fan of Touring Carriages like me you know what I mean. Imagine there's a carriage in the middle of the street in one of the small towns, what happens next? All NPC get stuck on their way never knowing how to circumvent the obstacle. They just can't see it. So, how to prevent NPC from bumping into the cart?

     

    At the same time NPC can see each other somehow. They never bump into each other. AI handles that.

     

    Probably it's a silly idea, but I wonder if making a cart an actor may help or not? If it's ever possible to make an actor of a cart.

  11. Select one of the triangles in the overlayed navmesh you don't want then press F which will select all the triangles in that overlay. Then lower (Z) the selected navmesh below the surface out of the way.

    Can I do that (lower the whole navmesh) via Tes5Edit?

     

    I already have several navmeshes flagged as 'deleted', so it will be the pain in the arse to 'enable' them and then try to edit in CK again.

     

    P.S. If I understand it right navmeshes can't be deleted at all if they come with mod and not with original game. Is that right? It's such a terrible thing to spend hours on making a navmesh patch for a mod keeping an eye on whether it finalized properly etc, and then launch the game to see how your follower gets stuck here and there.

  12. I llllllllllllllllllllllllllllove the idea. And it's 2019 and I found nothing of the sort, except for the same raven witch set and this ancient topic. Hey, community, modders, armor-makers! I salute you!

  13.  

    Inserted images disappeared the other day:

    https://www.nexusmods.com/skyrim/images/712845

    Not sure if this issue is related to the hosting I've been using, or it's a Nexus technical issue. I checked the image hosting - it looks safe and sound. On the other hand, I noticed the similar image evaporation effect took place not only with my images. Something's wrong. You spend your time placing those images one by one just to find them vaparized one day.

    Seems like the host you're using is no longer online. I'm getting a connection error when trying to access your images and pbrd.co as a whole.

     

    EDIT: Yep, https://downforeveryoneorjustme.com/pbrd.co confirms that it's down.

     

    1. Thank you for your response.

    2. Do you or anyone else know a stable host?

    3. I constantly get cut from receiving forum notifications on Nexus. What could be the cause? Again, I received no signal on my previous post being replied. My guts told me I should go check. It sucks.

  14. Inserted images disappeared the other day:

    https://www.nexusmods.com/skyrim/images/712845

    Not sure if this issue is related to the hosting I've been using, or it's a Nexus technical issue. I checked the image hosting - it looks safe and sound. On the other hand, I noticed the similar image evaporation effect took place not only with my images. Something's wrong. You spend your time placing those images one by one just to find them vaparized one day.

  15. It's not that complicated. Just edit the texture path in Nifskope. You should NEVER try to edit a custom NPC in the CK, as you will lose the custom slider settings and morphs and make something really ugly.

    Yep, I've already figured that out. Just texture path in NifSkope. Thanks for warning, I still know not that much of morphs and that stuff, shoulda learn more.

  16. I've been messing around with editing NPC, both vanilla and custom for quite a long now, but I still keep getting into trouble with that process at some points. Like I can't comprehend the reason of what the hell is going on with the facegen data, why is it so fragile and easy to smash away!

     

    For example, I need to just change the particular NPC eye color, and I need to do that without opening CK. With all my naivety I thought it could be achieved by simple editing PNAM - Head Part record via Tes5Edit (the first step), and editing facegeom nif via NifSkope - just change the texture path (second step). But that is the way to loosing facegen data and getting your NPC looking realy bad as it turned to be.

     

    The problem is I can't just swap the texture, cuz it's used by the dozen NPC along with that one I wish to edit. So, I need to change only this NPC's Head Part data, no matter what. The eye color I want to swap to is accessable for the Race I am dealing with, but the race is a custom one, and I wish I could avoid CK facegen generating like I said, cuz you know it's a pain in the ass to restore the original look of the character, I always get nervous while doing this.

     

    So, please, tell me what is CK hiding from Tes5Edit and NifSkope users? What's the cause of facegen data getting lost sometimes?

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