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Ragicka

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Everything posted by Ragicka

  1. I was passing through Riverwood when we came under a dragon attack. After the dust had settled, Alvor and his wife lay dead on the ground. Their daughter, Dorthe, just stood there in shock repeating "I can't believe this is happening!". I tried to see if she was ok. "I don't want to talk about it." she cried and ran away. The dragonborn was prepared for anything; arrows, swords, spells. But nothing ever cut through to the heart straight and true as the tears of a heartbroken little girl. So I reload a previous save and re-do the scenario. I think I ended up reloading a couple more times because Alvor and Sigrid just had to be heroes. Until finally, as the dragon lay dead before us, I anxiously look for casualties. Sigrid and Dorthe run up to join the crowd. But where's Alvor? Then I see him on the other side and with a broad grin, he sings out; "Sigrid! Love of my life! ..." It was a classic hollywood moment.
  2. TFC and TFC 1 are great for screenshots, but you have no control over your character. Animcam is another console command that might work for you in a limited way. It allows a front or side view of the action but you can't turn the character.
  3. You can also set the speed of the flying camera with sucsm <number>. The higher the number, the faster the camera moves. I find that sucsm 3 (or 4) is a good speed. You only need to set it once per game session. Left and right mouse buttons will raise and lower the camera on the z axis. Up arrow key will repeat the last console command. And for a clean screenshot, tm (toggle menu).
  4. I bought one a few months ago. It got a bit sluggish after a few weeks but I popped in a new battery and it's been fine ever since. I always keep it dry (never tried the blade attachment) and brush it out after every use.
  5. According to the description page, the armors are craftable at the forge. If you want to replace vanilla armor, you need to dl and install an additional file, Substitution with the Vanilla equipment 3_4, located in the Optional Files section.
  6. Hearthfire - Cases Closed This was uploaded a few days ago. Haven't tried it myself but sounds like what you're looking for.
  7. I don't use blender but I get something similar to that with 3DS max and niftools 3.7.3. I don't think you're doing anything wrong, textures tend to get broken during the import/export process. The good news is that it can be fixed in nifskope. This describes the process of transferring the armor nitrishape over to a new body mesh.
  8. Global warming comes to Skyrim. Really looking forward to this.
  9. The playable characters are already created as save files which can be found on the download page, Optional Files section. I think it would be a good idea to download that file manually and extract the files. Then copy the save files to your \My Games\Skyrim\Saves folder. They require some extra mods so be sure to read the readme file. And don't forget to endorse. :thumbsup:
  10. I have a hard time with sleeves, there's just a lot going on in that area. Unless I can swap in a cut-away body (without the arm mesh), I try to avoid them. Getting lazy I guess but it just takes So. Much. Time. :wallbash: D0kefish has a good idea, comparing other armors and seeing how it's done. I do this whenever I get stuck. What I do is enable the Vertices checkbox, switch to Hidden Line view and select a vertice in a trouble area. Then scroll through the bone list and note the weights listed in the Abs. Effect box. And then do the same for a few more vertices til I get a sense of how to go about it. I don't know if that helps but like elewin said, it takes a lot of practice.
  11. For UNP, you might want to check out UNP Boots 02 and Ashara Princess of the Woods (not as high but very nicely done).
  12. 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.
  13. That's awesome. :thumbsup: I'm glad it's working out. Cheers.
  14. 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.
  15. 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.
  16. You got me there. Maybe windows UAC, file and folder permissions maybe. I'm glad you got things working. :thumbsup:
  17. 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:
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. I enjoy them, in fact I start jonesing if I don't see one for a few days. A real hankerin' for a spankerin'.
  24. 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.
  25. 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?
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