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jjensen6823

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About jjensen6823

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    Skyrim VR

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  1. Thank you for the answers! Here's my problem: I am working on patches for Realistic Boat Bobbing to be compatible with other mods, starting with the Great City of Solitude. RBB, if you're not familiar with it, animates floating boats with a simple series of translations on a 20 second loop. Which is fine, for the boats. When you put an object ON a bobbing boat, the object remains still and clips in and out of the boat. But for an object to bob WITH the boat, the objects center of rotation has to be the same as the boat--it can't rotate around it's own center, the way the boat does. So you must move the object the the same coordinates as the boat, then add the X, Y, and Z vectors relative to the boat that will put the object where you want it to be (requires some trigonometry) to the objects NIF as translations. That way the center of rotation stay put, but the object shows where it should, and it's movement is coordinated with the boat in both size and magnitude (every object requires its own NIF). So far, I've been able to do this without TOO much trouble for any object that the original author had already animated. Now, I am trying to animate new objects and having mixed success. I've come to understand the animation components pretty well--enough that I have adjusted the timing on some for variety--but I barely understand the technicalities of meshes and textures (which is okay for now--I don't need to for this) and there are a few parts of the NIF that I don't understand at all. Specifically, what is NiDefaultAVObjectPalette? The help file said something about it being a quick reference for parts of the NIF, but I'm not understanding that. In the case of the NIF I am looking at, it has 10 entries in NiDefaultAVObjectPalette, most of which are named for just two references with a variety of semicolon and numbers after them, and most have no object associated! So I am not understanding the purpose. If anyone could enlighten me, I would be most grateful.
  2. I actually posted the same question four years ago in another forum (I know, because it just turned up in a google search): What do the colon and number after an object name signify in NifSkope? I know they must mean something, and I have seen advice in this forum not to change them, but no one ever says what they are or what they do. I am trying to patch to mods together, which involves modifying several meshes to match with the other mod, and this is the only problem I haven't been able to figure out for myself or find an answer.' TIA!
  3. Disclaimer: I'm halfway decent at papyrus scripting, but very new to working with objects in NIFSkope. Please be patient with me... I am attempting to animate new static objects to add to the mod Realistic Boat Bobbing (I am now the keeper of the patch hub... :confused: ) Right now I am working on animating a bucket. Mostly what I have done is try to make the blocks match those of some of the statics already in RBB. I think I must be close to having it right, because the animation works fine in NIFSkope, but when I try to use in in Skyrim SE, it immediately CTD on loading that cell. I think I have a basic understanding of the transform controller/interpreter/sequence system, with the exception of the NiDefaultAVObjectPalette. From what I've found researching it online, I believe that it lists the objects that need to be animated, but when I look at the lists on other animated objects in RBB, I don't understand them. What is the significance of Ref_Object_Node? In the animations I'm looking at, it is the name of the NiNode of the object being animated, but it seems to be a keyword with a special significance, and I don't know what that is. Also, in the NiDefaultAVObjectPalette objects, Ref_Attach_Node appears more than once, with a colon and number after it. What is the significance of that? Finally, can anyone tell me what L1_DetailsShields01 might reference? It also appears more than once in the NiDefaultAVObjectPallete with a colon and a number, but I can't figure out what it refers to. Thanks so much. Jim
  4. Now I can only see ten screens' worth of mods--nothing older than last April. I wish I knew what the h*ll was going on. Any suggestions?
  5. Well, when I used the "Jump" dropdown, it showed 14 pages and I've been able to get to them that way. I don't know why the layout changed, but I guess all is well that ends well.
  6. Looking at it further, there is only one download from before this month showing. All but one from last year and 2016 are gone. Is there a filter somewhere I'm not seeing?
  7. I'm sure it is probably something stupid I am doing, but all of a sudden most of the mods disappeared from my download history. I used to have 14 screens of downloaded mods. Now I have three for some reason. Unfortunately, I built a new PC a few months ago and I don't have the mods I downloaded on my hard drive, so this was the only record of what mods I downloaded/liked in the past. Any helping finding the missing list would be appreciated
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