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Everything posted by Ragicka
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I've had naked courier guy, naked Redguard woman getting harassed by the Alik'r (more than once) and the occasional naked reveler. What a fun game! That all began before I started adding mods and seems to have corrected itself.
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That's awesome. :thumbsup: I'm glad it's working out. Cheers.
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Hey no problem. :thumbsup: I normally use armor so this is an interesting challenge to stay alive and trying to crash at the same time. It hasn't crashed yet and would have by now. That's the good news. The not so good news is that I had a look with 3DS and noticed some anomalies in both nif files. The dress, body and bones are lopsided on the left. The dress doesn't want to stay put in editable mesh. There's something funky going on. So I ended up deleting the skin, imported a new body with skeleton. Applied a new skin, added only the front and back skirtbones with a quick weight paint job and finished with a new bsdismember. Try that on your end and see if it makes a difference. Mod conflict is still possible and basic trouble shooting is still a good idea, see what BOSS has to say.
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I renamed and replaced the fineclothes outfitf_0.nif with your haerithadventclotheswskirt.nif. Looks really nice. Had my character run from Whiterun to Solitude, fought off an ancient dragon and assassin on the way. Sold items to merchants, all the usual stuff. Played for almost an hour, no crashing so far but I'll have her set off for Riften in the am. Does the log show any errors that would coincide with a crash? The only thing that struck me about the files, so far, is the texture pathing. The nif is pointing to \hardarg\aerith\ but the included textures are in \hardarg, no aerith folder. Not a big deal, easily fixed. The other thing about the texture pathing is that you have c:\program files.... I recommend shortening that to \textures\hardarg... The reason for that is not everyone installs to the C: drive. But I don't see any of that as a cause for crashing, so I'll keep looking.
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You got me there. Maybe windows UAC, file and folder permissions maybe. I'm glad you got things working. :thumbsup:
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I don't believe that for a second, and neither should you. Modifying armor may not be the easiest thing to do, but it's not rocket science either. It's a learning process that takes just a little bit of time and effort, that's all. Take your time, read the tutorials, watch the videos. And give it a shot, have some fun with it. :thumbsup:
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I don't use CBBE (I use UNP), but shouldn't be a problem. Let me know what how it's setup (are you using sliders etc). How are you getting the armors into game? Straight up replace a vanilla mesh or standalone with an esp file? Edit: Do you have papyrus logging enabled? I'm no expert in the dark arts of crash log divination, but there might be something interesting there.
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So just by importing and exporting a vanilla armor, and no other changes except texture edits, it crashes? Niftools import/export settings maybe. Are you using a custom body or skeleton? Does it crash while in 1st or 3rd person, or is there no difference? I have read of crashes if skirtbones are used in the 1st person mesh. I wouldn't mind having a look at it myself.
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What I would do is use a 3D editing application like blender or 3DS Max. The best tutorials I know of for both: http://forums.nexusmods.com/index.php?/forum/320-blender/ http://www.nightasy.com/ It's relatively easy (famous last words), you just need to set a fall-off of around 10 or so and scale the vertices in a bit and export. Since you're not converting body types, there's no need to bother with skinning or bsdismemberment (unless you really, really want to). Then follow up with some nifskope edits to fix the textures. Under NitrishapeData, set BS NUM UV Sets from 1 to 4097. Match the Has Vertex Colors setting with the original. Right-click the armor in the window and under Meshes, click on Update Tangent Space. Then Save. Do this for both _0 and _1 versions. Then cross your fingers because all sorts of wacky things can go awry. Or, unless I'm misremembering, there may be a way to scale mesh in nifskope. But that would depend on the armor, I think. I never tried that method but I seem to recall something to that effect from skimming posts in the forums.
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Did you copy defaultmale.hkx? I don't see it listed in your post. I don't know if that's the crucial missing link but maybe. What works for me is the Pro Tutorial from here. I'm going to include a fairly detailed walk through for everyone's benefit and hope it does the trick. It is not a complete instruction, this just describes the steps to convert from .hkx to .kf format. Extract the rar file anywhere you want, it will create a folder called Animation Tutorial with several sub folders and files. You'll need to add a few extra files: HKXCMD Copy hkxcmd.exe to the Animation Tutorial folder. The next step is to extract the animations.bsa into the Animation Tutorial\meshes folder. Copy defaultfemale.hkx and defaultmale.hkx from ...\Animation Tutorial\meshes\actors\character to your Animation Tutorial folder. Copy skeleton.hkx from ...\Animation Tutorial\meshes\actors\character\character assets to your Animation Tutorial folder. Copy skeleton_female.hkx from ...\Animation Tutorial\meshes\actors\character\character assets female to your Animation Tutorial folder. The animation files you want to convert are here: ...\Animation Tutorial\meshes\actors\character\animations If you want to convert male animations, copy all or cherry pick the ones you want and copy them to your ...\Animation Tutorial\Animations folder. Run the included cmd.exe and enter the following: hkxcmd exportkf "skeleton.hkx" "Animations" "Animation-KF" This tells hkxcmd to export to kf format, all the male animations in the Animations folder and output to the Animation-KF folder. ( For female animations, substitute "skeleton.hkx" for "skeleton_female.hkx") And you're done.
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Have you tried this console command? set PlayerFollowerCount to 0 Save your game first. For the command to take effect, change cells. Or save again and reload.
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I enjoy them, in fact I start jonesing if I don't see one for a few days. A real hankerin' for a spankerin'.
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Errors with Bew Model When Changing Weight Slider
Ragicka replied to commieanarko1986's topic in Skyrim's Skyrim LE
I use max too and the reason I ask is that there are a couple videos ( and ) that really helped me with weight sliders. In fact, the whole series has a lot of great information. I'm not getting the exploding mesh with the weight slider. There's some movement around the neck and a gap develops between the arms and hands midway. The armor stays the same size at 100 weight but looks ok. I went ahead and had a quick look in nifskope to compare the _0 and _1 files. Without getting into gritty details, there are mismatches in vertices count, NitrishapeData and BSLightingShaderProperty settings. Most of those mismatches are in the banditarmor and banditbody nitrishapes. I think you should concentrate on the ribcage mesh. Start with the _1, export the ribcage by itself as ribcage_1.nif (you'll need to redo the bsdismember). Scale the the ribcage_1.nif to fit the bodym_0.nif bandit armor, (do not touch the skin data or bsdismember) and export only the ribcage as ribcage_0.nif. Use nifskope to transfer the _1 ribcage nitrishape to the vanilla bodym_1.nif and the _0 ribcage to the vanilla bodym_0.nif. You'll need to redo your esp file as well, I think. When I replaced your files, there was no change. But replacing the vanilla bandit armor with my edits worked like a charm. -
Errors with Bew Model When Changing Weight Slider
Ragicka replied to commieanarko1986's topic in Skyrim's Skyrim LE
Fixing your armor for weight sliders has always been a tricky business. The thing to remember is that everything between the _0 and _1 versions has to be the same. Vertices count and skinning has to be the same. Even the file size has to be the same. If you edit one to fix the textures in nifskope, you have to do the same to the other. When scaling up (or down), the only thing you can do is move vertices. I had a quick look at your mod. Right off the bat I can see the file size difference between the _0 and _1. So it's no surprise that it's blowing up. The date stamps are also different, I just find better success when I do it all in one sitting. Do you use Blender or 3DS max? -
I prefer 3rd person for pretty much the same reasons. It gives me better situational awareness of my environment and is immersive to me. And as an aspiring modder, it also gives me a better view of how the armor is moving. First person view is still useful when I need a close-up view but not for general game play. It's like wearing blinders, no peripheral vision. Not to say that one way is necessarily "better" than the other. Everyone has their preferences and the good news is that the game gives us a choice.
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Install the game first and let it update to the current version (1.8.151.0.7). Then you can purchase and install Dawnguard and/or Hearthfire. General information on updates can be found here. Dawnguard will give you more content in quests, armor and weapons etc. Hearthfire will enable you to build a house and adopt children. I got both. But if I had to choose only one, it would be Dawnguard. You might also consider installing the Unofficial Skyrim Patch. And follow that up with the unofficial Dawnguard and Hearthfire patches that are also linked on that page. And finally, I recommend Nexus Mod Manager to install the unofficial patches and whatever mods you choose in the future. Happy hunting. :thumbsup:
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Tutorials on how to make bikinis/ underwear in 3ds max?
Ragicka replied to conan14566's topic in Skyrim's Skyrim LE
I see what you did there. :biggrin: -
Using both Light and Heavy Armor Sucessfully
Ragicka replied to Niborino9409's topic in Skyrim's Skyrim LE
I think it is possible to alternate between the two types. Ideally you would start from the very beginning when the opposition is still relatively weak. One day light, the other day heavy and try to match the skill levels for both. You would also need to devote equal time and resources for upgrades at the forge. And you would need to spend an equal number of perks if you can afford to do that. If you need to catch up with light armor, you could buff it with potions, enchantments and alteration spells to tide you over. Spend some gold on a trainer and seek out weaker enemies to practice on till you're caught up with heavy armor. I did something similar with a level 60 character and a heavy armor skill of 20. It didn't take long to bring it up to 100. Still took a bit more damage compared to light, but my 100 level offense skills made up for that. -
I wish there was a mod that could do that. Those authors are most likely using the console command Animcam.
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I see him. And he's sticking his tongue out, cheeky monkey. The whole pillar kind of looks like a Rorschach test. I'd leave it as is.
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No problem, I'm glad you got it sorted out. :thumbsup: Weight sliders can be tricky. For further reference, this has been covered a few times in the forums. Use search terms like "Weight slider" or "exploding mesh" should get you a few hits. If you use 3DS Max, there's a good video tutorial .
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That sounds like a weight slider problem. If the armor is not properly created equal for the _0 and _1 versions, you'll get those spikes if your character (or NPC) body weight is between 0 and 100. For example, I'm currently working on some clothing and I have just the _0 version in game to test out. It looks great because my character is at 0 weight. But every time I go to Solitude, one of the NPCs is wearing the same outfit and it spikes like crazy because their weight is above 0. As you can see, it blowed up real good. Edit: fixed spelling malfunction.
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I had a phantom follower once. Save your game and try this console command: set PlayerFollowerCount to 0 You'll have to leave and re-enter the cell for it to take effect.
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Apparently you can. I haven't tried this myself but there's a couple video tutorials here.
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You can also find one in Geirmund's Hall, east of Ivarstead.