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CherryHotaling

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Everything posted by CherryHotaling

  1. I know this is an old topic but I just wanted to say thank you! "EnableOnlyLoading = true" in data/SKSE/Plugins/SafetyLoad.ini Fixed my CTD in my menus and game altogether!
  2. its because the hkx file is 32 bit and the file is 64 bit, you need to convert the animation file (vanilla animation file your WPNRunForward.hkx for example) file to 32 bit. You do this by following this tutorial starting at the 2 minute mark or so: Using 3ds max export havok function to convert it to 32 bit .hkx file
  3. Hmm seems my webserver must have pooped out while I wasnt paying attention to it. I will check the web server later today and get the images back up. Thanks
  4. haah thank you everyone
  5. if you delete a face or change the vertex count you will crash. You are changing the UV and the mappings etc if you delete verticies. If you move them thats fine it should work as long as you have the BSDismember modifier that was on the mesh when you imported it.
  6. On the first page. Part 1 Steps 1 - 7 tell you how to get the vanilla armor out to mod it.
  7. Well, here is what I mean. The nipples are still shown almost as if instead of it being clothing, its is just body paint. Im wondering if there is any way to make it look more realistic. Sure with textures. So start photoshopping hehe
  8. I am not sure i understand. Simply open the UV map and paint on it in photoshop what you want to paint then save it as the skin file and your done. Making new clothing for it isnt feasible since you would have to wear it and you cant wear clothing under armor in layers of removal currently.
  9. I am sorry I cannot help you with this. The Work that I did took hours upon hours of work, matching the skeleton in havok and the other file. Working back and forth with people at Bethesda forums too. I do not forsee me putting out a tutorial on this for quite some time. Tha CK was not at all what I expected and cannot correct many game issues created by mods that mod the havok files. So I cant even begin to help you and prevent CTD or other issues that Will occur. Thank you
  10. Eeep I forgot to mention to ignore the link error message. I will put that in the tutorial! thank you! The error message is normal just ignore it
  11. This is excellent thank you for sharing this I will have to try it. I used to make morph targets for facial expressions on my characters (Not skyrim related) To make new armor you need to somehow replace an existing or create a new. Problem is if you create brand new one im not sure what the Dismember modifier would be nor the extra file to include it into game. Hi, I've exported my "upgraded" model and in game it's meshed up. The vrticles, etc.. are the same number _0 as in _1. But I've tried morph modifier as said Frozzled and it worked on original models. I've imported original _0 and _1. Now lets come to import files. :D Original worked, but mine files... I just can't import it. I can, but when I import _0 and then _1, then _0 will explode. :D And if _1 and on it _0, then _1 will explode. And that's happening in game too. It happens immediately after import, so no morph needed to explode it. :D Any ideas? thanks. :) EDIT: Fixed it, but in game it will mesh up. The count of verticles is the same between _0 and _1. EDIT: Fixed. Just can't delete post. What was your fix? did you miss something?
  12. Not its all or nothing as it all uses the primary skeleton. With the CK you could point to a seperate skeleton but you would still need the havok files which in turn would make it pointless.
  13. Please, For everyone that has enjoyed my mod and have not Endorsed it yet. Please click the "Endorse Me" button. This will help move the mod up the list and in popularity. The more popular the more Armor/Clothing/Support you will see. I know it takes a little bit especially after downloading you have to wait a while to endorse. But please do so now if you haven't. Thank you so very much!
  14. 2012 will work just fine. if you export as It says in the tutorial then it will remove the bones not used which is fine. Post a screen shot of your modifier list in 3ds max before you export so I can see what it looks like. Also it is imperative that you copy the lighting shader in nifscope.
  15. Oh my goodness, That is not my mod hehe. You will need to speak to the creator of that mod with those body sized breasts about clothes options lol. (ANY one of you complaining my bust mod is too big please feel free to click on the image emancipation has provided) Thats all I have to say
  16. This wont work you cant clone the _1 and name it _0 and use the slider. set your body weight to max and if the problem is fixed it is because you are using the _1 and _0 that have different vertex counts in them.
  17. Can you post a screenshot? I really have no idea what you mean? I would love to help you.
  18. Not all armors/clothing have a "NialphaProperty" You must make a prisoner_0 and a prisoner_1 (Not sure if thats the name of the file im at work right now) files. Otherwise if you dont have a _0 file or you dont have a _1 file the game will crash as it doesnt know how to slide the verticies from one to the other. Your Numbers may be different thats ok.
  19. Well after a ton of trial and error I found that the niftools plugins strip the smooth modifier on the mesh when you import into max. So to fix this actually have to recreate it in max again. Smooth should go under skin and above your last edit mesh modifier. I found that setting it to 2 actually smoothes it and is acceptable for the game.
  20. Make sure you click the Edit Envelopes button then click a bone in the list below that to check
  21. you have to extract it to your "data" directory of your game install. Also you wont see changes unless you are nude or using clothing/armor made for my mod. You can get naked and open your console with the ~ (Left of your 1 key on your keyboard) and type: showracemenu You then play with the weight slider. Be sure to read the description of the mod or the first post of this thread for all this info.
  22. Well I now have the creation kit and have tried creating my own plugin pointing to my custom bone rigg and it doesnt seem to work. I dont think the creation kit comes with any custom bone rigging tools at all. I could be wrong but I havent found any yet. So far I tested by going under Actors --> BodyPartData --> Character --> Character Assets. Created a new CherryDefaultBody and attached that to my already created skeleton.nif file and then went into all the races (Female) and tied thier body data to the new CherryDefaultBody, loaded it into the game and no luck :( I was hoping to be able to create the custom bone rigg within the creation kit so that I could iron out some of the bugs. I am still looking though and if anyone else finds any info that I might be missing let me know.
  23. Updated the Clothing section on the first page of this post to include many of the clothes and armor others have made for this mod. Be sure to give a big thank you to them after you download it!
  24. Cherry, I have a request for the breast bones in your skeleton. Ever since coronerra's Oblivion BBB skeleton I was used to animate the breasts with a combination of mostly move and less rotation transformations, because that makes a more natural skin deformation. But apparently I can move the breasts in your skeleton only as a biped, which for an end bone is nothing else but rotation. It seems possible to change that behavior, because I can move the butt bones up well over the head (although there is another limitation at around z = +182). Can you please make the breast bones act similar to the buttocks? Or totally remove the biped constraint? Actually Fore, The reason the Pre Breast bones dont show you the animation of position is because they are used as lagg bones. So there is some small amount of automatic animation on movement. Lagg bone prevents movement of the prebreast bone.
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