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mycatlikestuna

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  1. As of now I am very heavily considering replacing each fish by hand, as I haven't found any answers to my question. http://srmap.uesp.net/ ^ this website shows the entire world of Tamriel including cell coordinates. (which probably would be helpful in the case of scripting) You can also isolate resources like ores, alchemy ingredients, and salmon. Using this map will definitely help make placing the fish easier, but I will still need to go through all of the cave and dungeon systems to check for misplaced fish. And I haven't found any helpful maps for that yet. While I'm looking for a solution I will continue to brush up on scripting. (I know a little bit about C++, just the basics though) And I will try to draft a program in the mean time.
  2. I don't know if this is related to my above question, but at some point I want to control the spawn rates of certain fish models. I'm not trying to alter the season spawn rates, but just the rarity of certain fish in general. I bet that this will be solved by scripting, unless someone knows of another way.
  3. Some background on my project: I made several different salmon models to use in replacing the vanilla salmon models. Some models are meant to be an ocean type fish and should only appear in salt water. Other models are meant to be river fish, and should only appear in fresh water. As of now, all models and animations are working correctly in game and just need to be placed in their specific water types. This brings me to my problem, how do I tell ALL of the fish in Tamriel what water they can swim in? Creation Kit has several file types for salmon, one of them contains a "water type" specification. I tried changing it, but I do not believe there was any effect. I say this because I was having trouble testing it as Skyrim kept crashing every time I tried to fast travel to any location. (and yes I tried walking but that didn't work either.) Overall I don't think changing the water type is a viable option. Also, there is no clear option for ocean water, (because there is no such thing). I guess I could go around Tamriel placing each individual fish, but that would take a REALLY long time, and on top of that I would have to alter all of the fish in all of the dungeons, caves, and other areas that aren't part of the general outside landscape. If anyone has any suggestions that don't involve me spending my life going through every location in Skryim to place fish, it would be appreciated. I guess I could make a script to do it for me, but my knowledge of scripting is incredibly limited.
  4. I took a little break from my project to focus on school, so I'm sorry if I haven't been as active lately. Anywho, I'm currently on the second stage of my project, and it was having the same problem as the first stage. My fish model would disappear whenever the player entered the bounding box. I decided to follow Tamira's advice and use an older version of Nifskope, instead of the current one, and guess what?? It worked!! My model no longer has that silly glitch. Overall, I just want to say thank you to Tamira, if you hadn't responded I would have never figured that out.
  5. So I thought that maybe the duplicate NiTriShape might have been what was causing my problems, but inserting my mesh into a new vanilla file without producing a duplicate still produced the same result. The fish still disappeared. Eventually I would like to pin down what's causing this, because I'm planning on making more than one Salmon mesh. I could try and swap my meshes out with the fixed file that you gave me, but in the event that this doesn't work I will need a back up. Would you mind walking me through what you did? I know you replaced the vanilla NiTriShape with my mesh, set the vertex colors to "no", and then flipped the rotation, but I'm just wondering if there is any small step I'm missing that could be the cause of my problems. I suppose I could also try downloading an older version of Nifskope and see if that works......
  6. Thank you so much! I downloaded and tested the file that you sent and it worked perfectly. I really do wish that you knew what fixed it. As far as having 2 NiTriShapes present, that was something that happened whenever I inserted my mesh into the vanilla .nif file. Whenever I tried to delete the duplicate NiTriShape both sources would be deleted leaving me with no mesh. I thought that there was no way around it, and that my scene would just have to have two. Again, thank you SO much for your assistance! :D
  7. UPDATE: I've been playing with my fish to see if I can get it to work, but no luck. Things that I've tried so far: Updating tangent space Re-centered Radius in trishapedata Applied face normals to main trishape Things that I have noticed so far: - When observing new salmon mesh from a distance (without first interacting with bounding box), the salmon swims normally with no side effects. No blinking or disappearing, and no random teleportation. - These effects begin and persist only AFTER the player swims into the bounding box area. - I do not believe it to be a problem related to animation. - Once the player has triggered the effects, and has left the bounding box the salmon still continues to blink and disappear. - I don't know if this is important or not, but the fish disappearing happens randomly (as in sometimes it does disappear and sometimes it doesn't), whenever the player/camera is centered on the fish. HOWEVER the fish *always* disappears whenever it is in the periphery of the camera/screen. I don't know if bitangents are important at all, (or even what they do for that matter), but I noticed that the bitangents in the editor marker's nitridata are different from the ones in vanilla. I shall foolishly change them to see if it fixes my problem, though I bet it doesn't. The bitangents are only different in the version of my mesh where I updated the tangent space............ - I changed the bitangents in this version of my .nif file, but it did not seem to effect anything.
  8. I'm trying to re-mesh the vanilla salmon in Skyrim, and although I've cleared some major mountains during these past few weeks, my first mod still has a few bumps to clear before it's ready to be released. One of these bumps is simply that my fish disappear whenever I swim close to them, but the vanilla fish do not. They seem to disappear during certain phases of their animation, or not even when I am close to them, but just whenever I look at them. At first I thought that it could be a problem with the collision mesh, but the fxambwatersalmon file doesn't have a collision mesh that is assigned to the salmon trishape. It only has one that is assigned to the Box, or Editor Marker. Since it can't be that, maybe my .nif file is missing an animation key somewhere? But it isn't. I spent hours going through ever detail of my .nif file making sure that everything was exactly the same as the vanilla. Nothing is missing or wrong that I could see. So maybe I missed a step whenever I changed the model in CK? At this point I can only guess as to why my fish are blinking.
  9. SOLVED UPDATE: I DID IT!! :D I GOT MY NEW MESH TO WORK IN GAME!!! It turns out there was nothing wrong with the .nif file pictured above. Apparently the fish that you see in the water are fxambwatersalmon, not just critters. I went in to the fx .nif file and replaced the vanilla salmon with mine, then I replaced the model in same file in CK. Everything worked perfectly after that! :smile: as for how I got the critter mesh nif file to work, I don't know. I know I did a lot of somethings, but I kept having to restart and continuously try new methods. I don't remember which one worked in the end......
  10. Update: I still have NO idea what was done in the resources that I downloaded. I assume that they just copied their mesh into the vanilla nif file, but other than that, I don't know. To move on I tried to do just that, copy my NiTriShape into the vanilla hierarchy along with my custom collision object. After ironing a few things out, it seemed to work and CK accepted it as an asset. I changed the vanilla model to my mesh, but did not rename the asset with the hopes that ALL of the salmon in the game would be changed to my model. But nothing changed. I manually dropped in one of my salmon just to see if it had the vanilla animations, but my salmon just sat in one place flipping his tail back and forth. Here is my nif hierarchy as compared to the vanilla one, if anyone cares to see it. http://i.imgur.com/v7vMouG.png
  11. Update: Since I haven't been able to find a forum or tutorial to help me with my problem I decided to look at some of the mods that I already have downloaded for reference. I began comparing other "creature re-meshes" to their vanilla counter parts. At first everything looked straight forward, I could clearly see what had been copied and moved, but when I looked at the vanilla salmon mesh nothing even came close to looking similar. It was here that I realized that "critters" and "actors" have different node hierarchies. Because of this, I'm assuming that the method for preparation of critters will be different from that of the actors. Currently I've been looking at mods that re-mesh critters, since this is what I'm trying to do, but I'm still not sure what they actually did.
  12. Looking at you order I can see a few things are a little out of place. First off, .esm's should always go above .esp's. "Unofficial Skyrim Special Edition Patch.esp=1" is in the middle of some esm's. Texture and weather mods should be loaded first. Skyrim Floral Overhaul should be loaded underneath any weather mods but BEFORE ELFX lighting mod. Keep mods that go together together in the load order, unless other wise specified. (keeps things tidy and in the right place) for instance RAO - ELFX Patch.esp=1 should be place either underneath ELFX main mod, or underneath the specific mod that it effects. Moonlight Tales and any other mods affected by FINIS and XPMSSE should be placed below them in the load order. again, group up all of your ELFX esps and put them at the top. Wet and Cold should be placed directly below ELFX esp group. you might also want to look at: http://wiki.tesnexus.com/index.php/Load_order_recommendations
  13. I am trying to both re-mesh and texture Skyrim salmon. Long story short there is a more complex mesh that I want to implement later, but to teach my self about the process I am trying something a little easier for now. I made my model in 3DS Max and have bound the skin to the vanilla salmon bones. (I have also included the dismemberment modifiers and so on.) My mesh follows the original animation correctly in max. Here's the part that I'm hung up on, preparing the .nif file in NifSkope to be imported into CK. Other than the basic steps such as removing BSLightingShaderProperties, copying one over from a vanilla file, and linking the textures, I don't know what to do and in what order. I've been looking at several tutorials, but they all say different things and some of them are fairly difficult to follow. I've heard that importing creatures is the same as importing armors, but what about the animations? Do I even need to worry about them? And what do I do with the collision model? I know that the vanilla salmon has one, but I'm not sure on how to incorporate it. Here are some of the tutorials and forums that I've been looking at: https://www.darkcreations.org/forums/topic/9830-how-to-animated-models-with-collision-to-skyrim-from-3ds-max/ https://steamcommunity.com/sharedfiles/filedetails/?id=431115306 https://forums.nexusmods.com/index.php?/topic/558012-about-changing-monsters-meshes/ https://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/ http://wiki.tesnexus.com/index.php/3ds_Max_how_to_do_proper_collisions http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=3216 http://www.nexusmods.com/skyrim/videos/877/? At this point I don't really know what step I'm in as far as NifSkope goes, I just keep restarting and trying other things only to find out that what I've done doesn't work. If anyone could give even a tip to guide me in the right direction, I would greatly appreciate it.
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