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mrx16

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    Poland
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    Gothic\GTA

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  1. Hi, I have a dungeon with multiple cells connected to each other. Tamriel Exterior Location -> Dungeon Level 1 -> Dungeon Level 2 etc Exterior Location in Worldspace has a unique <Location> entry with Tamriel as its parent. Level 1 has its own Location name "Level 1 Interior" with parent being the external location. Level 2 has its own Location entry with parent being the Level 1 location etc. In cells, I have places NPCs and in Reference Property I added Presistent Location to the Location of each level. When I didnt do that, the enemies would follow player to next level of dungeon and I do not want them to. Enemies aggroed on player on level 1 would also be visible on map as red dots even on level 2. Putting NPCs as presit location for each level made them separate from level 1 and level 2. Meaning if I have enemy "X" in level one aggroed on me, when I enter level 2 they not only DO NOT follow me, but also I dont have any red dots on my map. This is what I want. Without presistent location they follow me or keep being marked as enemies even on different floors. Now, if I run past level 1 without killing the NPCs and load level 2 (both cells occupy similar coordiantes, eg both have starting point of 0,0 (they are big, and I had issues when objects coords were above 10k). So when I enter level 2 I see floating shadows of npcs from what I assume is level 1. If I would kill them the shadows would be gone. Examples: Those shadows are FX the NPCs produce. If you get close to them you can also hear their passive sounds. No interaction though. The shadows are in coords cooresponding to their coords in their proper cell. Looks like game keeps all enemies from floor 1 loaded despite player entering new level with its own Location. Like they are presistent all the time. According to CK wikia the presistent location makes the enemies presistent only within that location. If I remove the Presit Location the enemies follow me to level 2. Any help? Or Ideas? The only workaround would be to move the entire level 2 by like 10k on any axis, so they dont overlap, but this is not ideal. I have multiple levels and worldspaces acting as caves and I cannot move worldspace axis. Im sure the issue lies somewhere with Location setup. I checked vanilla multicell dungones in Skyrim and enemies there have also presistent location setup to their cell.
  2. Hi there! So for many weeks I've been trying to make custom head morphs for my custom race. Sadly I never found any useful tutorials on the internet. They were few of them, lacking content, made for advanced users or outdated and not working anymore. So after weeks I finally cracked down the code and managed to get my own head morphs to work (for custom races with custom head meshes not based on vanilla ones). Here it is - a tutorial containing all my findings. I included step-by-step screenshots, files representing each stage of the process and much more! You can download it here: >> >LINK< << The tutorial contains stuff like: - working with NiTriShape, BSDynamicTriShape, - preparing object files of your head from blender to skyrim - setting up properties of created .nifs - managing (creating/extracting .TRI files) TRIs using Animation Tools N2 - managing Nifs and Morphs using Outfit Studio and Body Slide - how to apply Morphs and customizations to your own head model - how to implement the files into Creation Kit
  3. Hey, Im trying to make a custom head with morphs for my race but Im having lots of problems. From game going CTD on race seleciton to morph sliders not working. What I have: I have a .nif with my race head/face model. This .nif is rigged and works properly ingame as a helmet. I want to make this .nif into a customizable race head. Im certain that the only problem is with <HeadParts> entry, because if I use an existing one, eg. MaleHeadBreton in my race then everything works. for .tris I used Animation Tools. Using Outfit Studio I exported the .nif as a object, edited its header to a correct one ("o <name>"). I extracted vanilla .tri files to get their names. Using my .obj I simply duplicated it and renamed to have all needed parts. Eg: racetri : head.obj ; myCKracename.obj (both .obj the same exported from OutfitStudio with fixed headers) Same for other 2 .TRIs. I also, using Outfit Studio moved some verticles around and exported new mesh as a .obj to represent a morph. Creating .tris has no problems. In the <headparts> I have (In creation Kit) - .nif model of my race head - .tri containing expressions (base + base_xxx) - all objects are the same - .tri with race morph : 2 objects, both the same one named : head.obj other myRaceinCKName.obj - .tri with my head morphs : (tried 2 versions) one with modified obj and one with all obj the same The headparts is then set in my race and renders correctly in Creation Kit. BUT the sliders do not work even though I made proper .tri without chaning vertex count etc. After many tests and comparisons with a vanilla example I ONLY noticed one difference. The nif Im using has a BSTriShape format in NifSkope while the vanilla face has BSDynamicTriShape. Using Outfit Studio I made a nif of the vanilla face but with BSTriShape format. The morphs suddenly stopped working. So I tried to convert my .nif in NifSkope from BSTriShape to BSDynamicTriShape but it doesnt work. When I do (BSTriShape) RMB -> block -> convert -> BSDynamicTriShape then the mesh suddenly becomes invisible. So the conversion I made does not fully work. I tried googling bu tI found no information on how to do it. Ive been trying to make this work for almost 2 weeks now and still no progress. Im getting desperate. If anyone knows how to make custom race morphs for Skyrim SE, how to convert the.nif to DynamicTriShape etc please tell. Below some screenshots: Oh and if its impossible to do in Special Edition then I guess I could first prepare the models using Oldrim format and then after all its done convert it to SE
  4. Check this mod ->click<- . It has a playable skeleton race in it
  5. Sorry If I understood you wrong but if you are looking for some mods that try to bring some sort of "anime overlord feel" you can check this one out. Although its only for SE
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