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Everything posted by Popcornman68
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I feel like bumping to see if this is possible. Horses for Followers mod is cool and all, but what if you and your companion only want to take 1 horse for the journey?
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Quick answer is no. The way you would need to do this is add some sort of item inheritance field in each race instance that can effect the death loot for all characters with the according race. Probably possible, but I have no idea how to make custom fields to accomplish this. Then you also have to worry about guests getting screwed up that have quest specific death loot. Good luck with this if you're still interested.
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New weight value, now head doesn't connect to body.
Popcornman68 replied to Popcornman68's topic in Skyrim's Skyrim LE
Well no thanks to any of you guys, but I did manage to correct this by using the old skyrim npc editor program to generate the nif with the appropriate weight I needed. Thanks for nothing :) http://dl.dropbox.com/u/28514698/1345575718434.gif -
New weight value, now head doesn't connect to body.
Popcornman68 replied to Popcornman68's topic in Skyrim's Skyrim LE
Anyone? -
http://dl.dropbox.com/u/28514698/ScreenShot7.png This happens after I fixed the head/body color difference This is what i have modified Her hair via .nif Her default items and weight via .esp Skills/spells via forceav UNP skinny /w HD normal No more blocky faces Better females - no makeup just better faces After a lot of troubleshooting myself i have narrowed it down to the head mesh not syncing with the new weight. If I set her weight in game via setnpcweight to 10 (her default value in skyrim.esm), save and reboot, it fixes the issue. So what I'm asking is.... Am I missing the values in the .nif that control weight? Here is my current .nif and .esp http://dl.dropbox.com/u/28514698/Brel.esp http://dl.dropbox.com/u/28514698/0001c196.nif
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Change hair styles (Coolsim Style) of NPCs
Popcornman68 replied to JeremeW5257's topic in Skyrim's Skyrim LE
yeah its pretty complicated. and i wouldnt try editing the hair in the NPC editor because it always screwed up the mesh making for me. which "tanned" the npcs skin color. i actually had to copy and paste from 1 mesh to another to get it right XD -
Change hair styles (Coolsim Style) of NPCs
Popcornman68 replied to JeremeW5257's topic in Skyrim's Skyrim LE
There are ways to do it, but without the creation kit you need some knowledge of FOMM and Nifskope to properly do this. Do you have this? -
Ok so I really suck at nifskope once I import my .obj from blender and add my normal .dss I get this... Yet in Blender it looks like this... Idk how lighting works in nifskope but through the render settings it looks like i have the lighting on sunny day.... hmmmmm
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WANTED - 2 Mounts 1 for companion
Popcornman68 replied to Comfortblynumb2's topic in Skyrim's Skyrim LE
Idk if that would be possible, but perhaps a mod to make her ride her own horse could be possible. Idk how you would have her horse fast travel her around tho. Most scripting like that is outside my scope. -
It does for me.... :-\ SKSE runtime: initialize (version = 1.4.2 030A0000 01CCC79FA21C89A6) imagebase = 00400000 runtime root = C:\Program Files (x86)\Steam\steamapps\common\skyrim\ plugin directory = C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\SKSE\Plugins\ checking plugin C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\SKSE\Plugins\\TESVAL.dll plugin C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\SKSE\Plugins\\TESVAL.dll (00000001 TESVAL 00000002) loaded correctly init complete Note lines 4-6, the log is recording skse's check and load of my TESVAL plugin
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If skse is loaded properly there should be some kinda log skse leaves in its directory that should say what plugins it found and if they loaded correctly.
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hey dragon claw I'd like to give your texture map a whirl but your layout is a little too bunched up. If its ok, can I request a more spacious, white background, black outlined sketch? and have two triangles for the top and bottom caps separately?
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Rendering issues with RACE duplicate
Popcornman68 replied to Popcornman68's topic in Skyrim's Skyrim LE
Well they need to hurry up with the tools... idk why devs (in general, not just Beth) take so long to release tools that they already had to have had to create the damn game. Also, we're modders! I think most of us can suck it up with a buggy alpha then rather have nothing to do simple stuff life replace a body texture for a specific NPC -
Rendering issues with RACE duplicate
Popcornman68 replied to Popcornman68's topic in Skyrim's Skyrim LE
That's what I suspected. Thank you for sharing your results with me. Glad it's not just me doing something wrong XD -
would this be strictly textures like walls and items or body textures too cause I really suck and body textures
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Let me start with Although I have had my share of Source engine modding, I am extremely new to TES modding. So bare with me if I'm making stupid mistakes or over complicating things. Objective: My goal is to have a single NPC use different body textures than it's race's normal textures. For example, I want the NPC to have different fingernails, yet not have the entire race's fingernails have that same design. Method: By using FOMM to examine Skyrim.esm, it seems that only head texture and model data can be referenced through there. So my plan is to duplicate the NPC's RACE and have the RACE reference different body textures. Problem: What I have done so far is copy&paste and then sanitize the chosen NPC_ and RACE (DarkElfRace) records into my plugin file. The only things that should be different about my duplicated RACE is the Editor & Form IDs (formID is 00AB10##. I referenced my new RACE with the NPC's RNAM parameter. Yet when I load up the game the NPC's body & clothes fail to render and I'm stuck with a floating rendered head and equipped weapon. I really don't understand how this is happening when essentially the race is referencing all the same data the ESM's original RACE is referencing. The next step after I get this fixed is actually finding out how to reference different textures.... I know it has to do with the ARMO & ARMA entries, but i still need some help wrapping my head around it. if you could help with that or if you know another way for NPCs to reference body textures without RACE parameters i would love your help!
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I just experienced this myself except I was making a non playable race duplicate from DarkElfRace for a npc. My objective is to have custom textures (nails, tattoos, exc.) that apply to that npc only and not every one referencing the body texture. However it seems the only way to do this is to create a new RACE and have its ARMO reference ARMAs with different TXSTs Currently I have made a duplicate race with copied RACE (DarkElfRace) and its ARMO (SkinNaked) referanced through RACE's WNAM property. I have not copied the referenced ARMAs or TXSTs yet because I want to make sure the race dupe is successfully working (which is isn't). I have given them acceptable, unique formIDs: 00AB1001 and 00AB1002 respectfully. Both the RACE and ARMO are successfully looked up in FOMM. Yet the NPC which has its RNAM set to the duped race has no rendered body, just a floating talking head! :-O Am I doing something wrong... or better yet is there an easier way to assign specific NPCs textures. I come from Source modding so I'm used to over complicated methods of achieving desired effects XD. If I don't get any responses, I'll see what I can do about a more detailed response in my own topic.