Jump to content
⚠ Known Issue: Media on User Profiles ×

FastestDogInTheDistrict

Premium Member
  • Posts

    55
  • Joined

  • Last visited

Everything posted by FastestDogInTheDistrict

  1. NECROMANCY! Woohoo!! I'll check it out & make sure I have the earlier version - thanks Smoke! :happy:
  2. Problem identified & solved courtesy of ZZJay, B3lisario, and Uriel! :happy: There is no 1st-person mesh entry in the "DawnguardBody3AA" armour addon in the Dawnguard.esm. Once this is corrected, and a plugin made to save the change, the problem is solved. :yes:
  3. ***PROBLEM SOLVED COURTESY OF ZZJAY, B3LISARIO, AND URIEL! SEE FOLLOWING POST!*** I have a very strange problem relating to the dawnguardbody3f_0 and dawnguardbody3f_1 meshes (the rusty, "red", light armour variant)... Whenever I try to replace the Vanilla (or other modded) versions of THESE MESHES ONLY, my game crashes when I try to equip them. The thing is - if I rename those meshes intended for the "3" Dawnguard variant to 1, 2, 4, or 5, they work PERFECTLY. It is ONLY when they are used to replace the "3" version that they crash the game, and I cannot work out why. I have tried simply replacing the "3" version with other modded meshes with a separated top & bottom - even meshes from other armours - and my game crashes. Other savegames, same problem. For example, these meshes work fine with any other Dawnguard option OTHER than "3" (try renaming them to replace all the other variants, and then as 3): ***SEE "FastestDog DGF variant 5 troubleshooter" UNDER "MISCELLANEOUS" FILES AT MY MOD PAGE - CLICK THIS LINK!*** It appears to be something to do with the LOWER BODY only, and ONLY on dawnguard "3". Attempting to replace dawnguardbody3f_0 and 1 with ANY mesh that has a modded lower body causes the game to crash - even if those meshes are known to be in perfectly good order. By contrast, if I replace dawnguard "3" with my SeveNBase "Thieves Guild" meshes, which do not have a separate lower body, there is no crash. These meshes, which do not contain a lower body at all, work fine for dawnguard "3": ***SEE "FastestDog DGF variant 3 UPPER ONLY" UNDER "MISCELLANEOUS" FILES AT MY MOD PAGE - CLICK THIS LINK!*** - the problem is not savegame related - the problem is not Load Order related (*I even tried deactivating everything except the main Vanilla & DLC .esms, but it still happens) - the problem is not texture-mod related - the problem is not related to either the presence or absence of fixed BSLightingShader properties (*all the above meshes are simply grey "hot-out-of-the-oven" to test sliders, BSD's, & whether they will cause crashes).
  4. Here y'go: NIGHTASY TUTORIALS That is an excellent series of beginner-friendly Skyrim 3dsMax tutorials. You will begin with what programs to use, where to get them (legally, for FREE), and how to install. Start at the beginning & work your way through them (don't worry - it's a lot quicker than you think). :yes:
  5. I am still encountering this problem - I had it with the previous version, just upgraded to 0.46.Argh, and it continues. In addition, I am experiencing the following: - Manually shutting-off NMM via Task manager after a failed login, and then launching it again from my start menu, apparently produces a... login? However - attempting to actually "Download [anything] with Manager" with NMM running seems to be defaulting to a server somewhere (unknown - the normal list does not appear, and I cannot select a Premium server), and causes the program to crash. :blink: - After manually Uninstalling NMM via my Control Panel, and re-executing the 0.46.0 installer, the login phase now proceeds (relatively) smoothly (it takes a while to think about it though, which is a little odd). However, attempting to doanload a mod via "Download with Manager" still defaults (apparently) to a server not of my choice, and now produces a "Server Unreachable" entry in the little "Download Manager" window. I'd prefer not to be defaulted to an unreachable location if possible... :unsure: Now, downloading manually, right-clicking, and selecting NMM form "Open With..." *does* still work, which is fine for mod testing at my end, but I'm really hoping the above can be fixed speedily. I understand however that wild weather may currently be taking a monkey-wrench to the Nexus helper monkeys, and that a solution may take time. :smile:
  6. Hey there! :happy: My apologies if this has already been covered previously elsewhere, but I am trying to get animations to work in 3dsMax. :huh: I have tried XPMS versions 1-81, 1-7-1, and 1-7b, and a problem is identical across all three versions - when using the skeleton.nif, importing an animation (see Nightasy's tutorial 50, using his "Weight Painting" resource animations converted to .kf format) causes the SeveNBase body to collapse. No amount of re-importing fixes it. The skeleton_female.nif for all three XPMS versions, which I do not like to use during shaping as it so badly deforms the right-side of the body in 3dsMax, WILL work with animations, but in all three XPMS versions results in the "crushed breast" bug when the animation is imported. :unsure: ... help? :sweat:
  7. Looking at this, all a modder would really need to do would be to make the hat, and re-colour one of the "farm" outfits - they're near-identical in style to that pic, and the boots already exist in-game (*also the feather resource for the hat, as well). Currently beyond my skill, but pretty straightforward. :huh:
  8. ( -- From my posted image in the gallery -- ) My very first armour mod! Yay!!! :biggrin: Hide Armour, made for the new SevenBase Bombshell body. Size "0" shown here (haven't made the "1" yet...), non-BBP. This model has been made with Blender and 3dsMax, and has gone through at least 40-50 attempts in total over the past week or so as I tried to learn how to do this... oog. :blink:; Lotsa fun though! :biggrin: I could not have made this without the help, forbearance (LOTS of it), encouragement and patience from a number of people, and they deserve thanks! - DemonHunter - Abovewolf - Aegis - Me3 - B3lisario - Arngrim11 - Wast - ZZjay Thanks to all of you!! :biggrin: *showers cookies on you all* http://static.skyrim.nexusmods.com/images/3538713-1371363345.jpg
  9. ... still chipping away at this. :sweat: I can now get the armour and body to both display at once (possible progress?) and the game does not crash, but they look like this: http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/enb2013_6_15_2_5_3JPEG_zps8ae86c7f.jpg (*Note that the clipping visible across the chest, etc. is intentional - it's an un-edited Vanilla Hide mesh. After several days of mixed results, I'm trying to nail-down the process of getting the armour to work in game. Once I have that right, I can repeat it with a properly edited mesh).
  10. This sounds really interesting! I hope it will not conflict with my guards mod! I'll have to check when Civil War is released! :sweat:
  11. Before opening the CK, I always temporarily remove the "tintmasks" folder, located at ...\Skyrim\Data\Textures\actors\character\character assets. This avoids all the above tinting problems, which seem to be caused by the CK not handling some modded tintmasks well. When I'm done in the CK, I put the folder back. :thumbsup: For making an NPC which looks like the character, the easiest route I have found is the same method I use to create my presets & NPCs. Here's how: - Load up your game, enter the console (" ~ "), type "spf yourcharacternamehere", hit return. This will create an .NPC file containing your character's appearance in your Skyrim folder, which you can then import to your custom NPC. Look above the "interpolation" slider you mentioned, and there should be an "Import" button. Click it, and a popup of your Skyrim folder will appear. Scroll down & browse until you find the .NPC file you want, then select "Okay". Done! :happy: *Remember if you're modifying the appearance of a non-custom (ie: "it's an NPC who is already in the game - I didn't make them") NPC, do not change their weight. Take note of what it is in the "Traits" tab, and make sure that the weight is the same value after you import the .NPC file (ie: if it was 70 before you monkeyed around with it, change it back to 70 when yer done with yer monkeyins'). This will avoid neck seams (NPC's do not seem to like having their weight altered). :huh:
  12. Hey ZZjay! :happy: 12 and 84? I will try these right away & see what happens - I had followed the video tutorial available here, but after reading the comments I did not pursue it all the way to the end. I changed User to 11 and User 2 to 83, but did not change them BACK afterward as advised in your link - that is very useful information you've given me, and I'll report back on what happens! :yes:
  13. Hey there! Thanks to the kind help of RAZORPONY and NEPHENEE13 who helped me solve a .NIF importing problem, I am making progress on my very first armour - Hide armour for SevenBase! YAY! ;D After using gerra6's Clothing Bodytype Converter (*can't link - Google is needed) in Blender, I made a rough-but-serviceable lattice to convert the Vanilla female cuirasslight_0 from the Vanilla body to SevenBase "Bombshell", and used it to do most of the mesh editing for me. Using Nightasy's tutorials, I then opened up the Vanilla body in 3dsMax, junked it, and kept the skeleton, imported the Bombshell body minus the skeleton, and then imported my modded Hide cuirass over the top of THAT (**I THINK THIS MAY HAVE CAUSED PROBLEMS**). Some rough touch-ups to the mesh followed, etc., current WIP stands thus: http://static.skyrim.nexusmods.com/images/3538713-1370930814.jpg I then went to check it out in-game, but was greeted by this: http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/enb2013_6_11_6_31_14JPEG_zps26141985.jpg I do not know why this occurs. I know I have missed something (or several things) crucial. I think it may be due to my trying to monkey-around with the skeleton - I don't have a use for BBP or XPMS, and so I was trying to make my own gear using the Vanilla skeleton... :unsure:
  14. YAY! ;D Razorpony and Nephenee - you guys ROCK! Kudos cookies given, and many, many thanks indeed for your help! My Blender now imports NifSkope-prepared .NIFs, and I can remove skeletons & get ready to convert armours using gerra's lattice scripts (I hope! )! Thank-you both so much for your help and patience!! :happy:
  15. The Vanilla body, UNPB, and a random bandit armour mesh just to check that it wasn't something specific to body meshes. :unsure:
  16. Okay - installed the LHammonds bundle, but I'm still getting the same error and cannot import. :confused:
  17. I tried that prior to posting here - I'm definitely doing something wrong at some point, but I can't work out what. :unsure: EDIT: Updated further with PyFFI 2.1.11 and blender_nif_scripts 2.5.9.77, still no luck, same error message. EDIT: Tried another full reinstall, this time following this tutorial, same result.
  18. I'm hoping you can help me, people! I am having a great difficulty getting the Clothing Bodytype Converter v.4.2.b scripts for Blender to work (*cannot link, sorry - Google is needed). :unsure: I have installed: - Blender 2.49b - Python 2.6.5 - PyFFI 2.1.5.win32 - NifSkope-1.0.22-windows - Blender_nif_scripts-2.5.5-windows Blender won't import .NIF's for me. As far as I can tell, I have everything installed correctly, but Blender's answer is still No. When I try, I get Python errors: *Note that I have also tried removing the BSLightingShaderProperty everywhere I can see it on the .NIF (Vanilla body, in this case), and Blender still won't import. I get the same error.
  19. Problem solved! YAY! http://www.loverslab.com/public/style_emoticons/default/laugh.png False alarm - it was not actually due to the transparency on the texture. That transparency is/was applied by Bethesda for some other reason, and does not cause the problem I was seeing. The problem shown in the above pics was in fact due to the model trying to use different textures for the _0 and _1 variants, with the result being that both textures were being accessed at once. This is very easy to fix in the CK, and simply involved me correctly directing both the _0 and _1 models to use the *same* texture. Problem solved, and now I can finish my new guards overhaul! WOOHOO! http://www.loverslab.com/public/style_emoticons/default/happy.png Many thanks Seren and Cabal for your help - even though this turned out not to be the issue I originally thought it might be, it really did help me narrow-down what exactly was going on. When I removed the transparency (in fact using the "Anti-Erase" option in the end, after trying these as well), I could see that I was looking in the wrong place, and went straight to the source of the problem and was able to fix it! Thanks again! :sweat:
  20. Your help is needed, people! http://www.loverslab.com/public/style_emoticons/default/smile.png I am currently re-working my town guards mod, and am changing the guards' uniforms to the heavier sleeved version. Via the CK, I have worked-out how to re-direct the game to the required meshes, and this works fine for Stormcloak guards. However, when for example Whiterun guards are edited in this way, a transparency becomes apparent on the texture, and part of the Stormcloak blue is shown around the bottom of the "skirt". See the area circled in this pic - http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/enb2013_6_6_8_43_42JPEG_zpsaed51c70.jpg Now, the Whiterun guard uniform .dds file itself clearly shows the missing area as being both present and (presumably) visible - http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/UntitledJPEG_zps6052bbc4.jpg *For reference - texture shown is the 2048 x 2048 version from the HDDLC1. Something is stopping it from displaying in-game, and I am thinking it may be a transparency, but I cannot find it to remove it! I have tried Layer=>Transparency=>Remove Alpha Channel - but this simply turns the sleeves white. I have tried Layer=>Transparency=>Threshold Alpha=>move slider to 255, but this seems to have the same effect. http://www.loverslab.com/public/style_emoticons/default/huh.png
  21. 'We’re also trying to implement a seamless redirect system incase you choose a file server that isn’t working for whatever reason. If the file server you choose isn’t working, the site will simply try another one until it finds a file server that is working.' This sounds good! At the moment, from what I can gather, NMM repeatedly tries the same server up to 10 times - which, if it's having trouble, doesn't seem to help. Allowing it to try a different server each time might get around this. Also, the idea of being allowed to select a different server manually even for small downloads might help too. :yes: '...an error logging system for the Nexus' This would be great - not least because it would really help you guys! :smile: The one thing I would be very wary of however would be an 'Report Error' button next to every mod, as I think it would routinely be abused (ie: you'd get people pinging it repeatedly over mods they decided they didn't like, or because the author doesn't respond to them exactly as they wish, or when a site-wide Something unrelated to the mod happens, or simply for giggles). :unsure: Other than that - keep up the great work!!!! I love being able to post my mods and pictures here, and I have learned so much - thank-you!!! :sweat:
×
×
  • Create New...