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NeverwinterPinata

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Everything posted by NeverwinterPinata

  1. Left hand rings, by default, do not appear on custom races. To get them to show up, you must open LeftHandRings.esp in SSEEdit, expand Armor Addon, and change the RNAM - Race of every record to Default Race. (Optionally, in Additional Races, add the race you replaced above, to ensure they will continue to show on that race.)
  2. After some experimentation, I think I got the skeleton working. What I previously did was use Mod Organizer's overwrite folder to place both the skeleton and tail nif into the game. After loading the Construction Set and seeing that the tail nif is nowhere to be found, I decided to migrate the files from the overwrite folder to their own folders within the mod folder. After that, the tail mesh is showing up properly, and the skeleton seems to work. I say 'seems' because I have yet to test the new bones with an animation made for them, so I don't know if they will read animation data properly. But the tail mesh isn't stretching to infinity, which is an excellent sign! I'll update this post after I create an animation and test it in-game. Edit: Whipped up a quick test animation, and I am happy to report the new bones read animation data correctly!
  3. [sOLVED!] I am currently working on an update to my Melusine - A Merfolk Race Mod, and I would love to be able to implement more realistically animated tails. I originally attempted to accomplish this by rigging a mermaid tail to the default tail bones, but that proved to be problematic around the waist when using vanilla animations, so I decided to try my hand at customizing coronerra's Maximum Compatibility Skeleton by doing the following: - Imported body meshes, deleted the included armatures, and then imported coronerra's skeleton, all using Blender's default settings for Oblivion. (Importing the skeleton by itself only shows a tall rectangular box.) - Deleted the body meshes, straightened the tail bones to point straight downward in Pose Mode, and then set the pose as the new rest position. - Renamed the bones in Edit Mode (Bip01 MermaidTailRoot, Bip01 MermaidTail01 - 08), and then exported the skeleton using default settings for Oblivion. - Opened two instances of NifSkope, one with coronerra's skeleton loaded, and the other with the edited skeleton. I copied the Bip01 MermaidTailRoot branch and pasted it into the Bip01 Pelvis NiNode of coronerra's skeleton. - Copied the NiStringExtra data of each Bip01 Tail bone, one at a time, to their Bip01 MermaidTail equivalent. After saving the skeleton and replacing the game's with it, I launched the game to see if the game crashes from this experiment. Surprisingly, it didn't, so then I quickly whipped up a test tail and replaced one of vanilla Oblivion's pants with it to see if it will show up in-game. Unfortunately, the mesh is completely invisible in-game. Can anyone assist me in properly customizing a skeleton for Oblivion? Any and all help will be greatly appreciated! Thank you for reading, and good fortune to you in your current and future endeavors.
  4. Thank you for your reply, DrakeTheDragon! I first set the Head and Neck1 bone priorities to 100 to see if it would work, which it didn't. But what did work is disabling head tracking. That's a shame though, as I don't want my mod to be dependant on disabling a vanilla feature. Anyway, the animation is indeed sideways swimming, and the head's pose was designed with the player's view in mind. But, if head tracking will not allow it, I will need to revise the animation. P.S. To answer your question, I didn't go any further than 75 at first because I wanted to set bone priorities wisely, and afraid that going further may do more harm than good. I am new to animating for Oblivion after all.
  5. I am currently working on animations for a new race and, although my first two animations work as intended (swimforward & swimfastforward), my swimleft and swimright animations have a slight problem. In Blender, the head is positioned like so: In Oblivion, however, the head is tilted upward: I have experimented with bone priority to fix this problem, setting the Neck1 and Head priorities from 30 to 55, then 66, and lastly 75, but none of those attempts wielded even slightly different results. If anyone can help me fix this problem, I would be very grateful! P.S. I created the animations using Blender 2.49b (Portable) and tweaked them for Oblivion using Nifskope 1.2.0a2.dev11.
  6. I'm terribly sorry for the late reply, these past few days have been hectic for me. If you did not use RaceMenu or ECE to create your follower, does that mean you created her entirely within the CK? If so, have you tried the usual method of generating FaceGeom and FaceTint files? (The usual method being selecting the NPC in the CK and then pressing F4.)
  7. Do you still have the old version of Skyrim installed? If so, you may need to open her RaceMenu preset in the race menu (assuming you use RaceMenu and you saved her preset), highlight the skin color slider and then enter the color picker. From there, you need to write down the color value. (The first 8 digits my be all you need, but write down everything, just in case. It looks something like "######## A:### R:### G:### B:###".) Once you have that, open your follower in the CK and type down the color value in the color picker under the Character Gen Parts tab. After that, save and then replace the generated files with the appropriate ones. Let me know if that fixes your issue or not. If you used ECE to create your character, however, or if this is a follower you did not create yourself, I'm afraid I never used ECE and, therefor, there is not much I can do to help you. I'm terribly sorry. :-(. One more thing; the BlankDetailmap.dds file path is normal, at least as far as I know. My Viconia DeVir follower uses that exact same texture, and she has a seamless neck.
  8. Every time you load a custom follower in the CK, their FaceGeom and FaceTint files get reset. Whenever you need to make an edit to a follower, you must back up these files beforehand and then replace the generated files after saving the .esp or .esm.
  9. I have found a solution to the problem with Viconia's eyes, but the keyword here being "a". What caused the issue to begin with was me exporting the eye diffuse texture while allowing GIMP to generate mipmaps. I decided to export the same texture again, this time not allowing mipmaps to be generated, and then Viconia's eyes no longer distance from each other. This fix is bizarre to me, however, as all the eye textures I have checked on in Skyrim's texture .bsa file had mipmaps. Can anyone tell me if this fix can be fully trusted, or if there's a way I can generate mipmaps without replicating the original issue? Please?
  10. It may have changed with Skyrim Special Edition. What I am saying is based off of my knowledge and experience from the previous version of the game. Uninstalling any mod, scripted or not, leaves permanent, empty data on your save that the game tries to look for as you play. If you really want to take the risk and uninstall the mods, I'll give you a tutorial. Just make sure you are absolutely sure you want to do this before proceeding. 1: Be sure to divorce the follower(s) from your working follower(s). (I don't know what mod you're using to marry followers to each other, but I have a theory your working followers may be negatively impacted if you do not follow this step.) 2: Take away anything you don't want to lose from their inventories, with the exception of weapons, armor and items added by their mods. 3: Dismiss the followers, and then move into an interior where very few or no other NPC is present. (Breezehome in Whiterun is a good place, if you own it.) Any interior where content from the mods you want to uninstall are absent will do. 4: Save your game, quit, and then uninstall the faulty follower mods. 5: Open the game and load your save. Confirm you want to load it despite the missing mods. 6: Once the game has loaded, wait exactly 30 days (30 24-hour cycles) inside your chosen interior. (This resets all the game's cells). Once that has been done, save your game, and you are finally ready to resume play.
  11. You're very welcome! Unfortunately, it is NOT safe to remove a mod from an existing save. Doing so dirties the save, increasing likelihood of crashing and possibly save corruption. If you must uninstall a mod, it's best to start a new game. If you must continue on your existing save, then it is best to simply ignore the content of the faulty mods, at least until they get updated. Is there a way for you to leave a comment or a review stating your issue on the mod? I don't use Bethesda.net, so I wouldn't know.
  12. Then there lies your problem. If your follower mods do not have a .bsa file nor a meshes folder and textures folder, the mod has no files to read and, therefor, uses only what is provided by Skyrim itself. NPC's (non-player characters) rely on a personal FaceGeom .nif and a FaceTint .dds file to have their unique faces. Since your follower mods have neither of those, they use generic faces and have skin tones mismatched between the head and body. Try uninstalling the faulty follower mods, and then download them again. If that doesn't work, then the creator of the followers needs to correct the missing files in his mod(s).
  13. Your Data folder is quite unusual, I must say. Do you pack mod files (meshes, textures, scripts, etc folders) in .bsa's yourself? Anyway, if a meshes folder is not present, that means the files you need access to are within your follower mods' .bsa files. Use the Bethesda Archive Extractor to extract the .bsa's contents into the data folder. (The extractor is pretty self-explanatory, so don't get discouraged.) Once the meshes and textures folders are in the Data folder, go ahead and test your follower(s) to see if that alone did anything to help.
  14. I'm afraid I can't give you a definitive answer, but I have a method you can try. First, download the latest version of Nifskope and install it to an easily accessible location (in case it does not let you create a desktop shortcut, for whatever reason). And then go to the FaceGeom .nif files of your followers. (Usually at [skyrim Special Edition Location]/Data/Meshes/Textures/Actors/Character/FaceGenData/FaceGeom/[Mod .esp Name]. There you should see at least one .nif file with a seemingly nonsensical arrangement of numbers. Open it or one of them using Nifskope. From there, you should see two lists at the left. Don't worry about the bottom one for now. First click on the arrow (>) next to 0 BSFadeNode and then the arrow next to 3 NiNode. There you should see a list of NiTriShape's. First and foremost, click on the arrow next to the NiTriShape that says something like "head" or "face" under the Value header at the top, and then click on the arrow next to BSLightingShaderProperty. There you should see "BSShaderTextureSet". Click on it. From this point, you should see a list of purple flowers at the bottom. These flowers indicate texture paths that the head reads for textures. Assuming your followers have their own personal texture folders, make sure each of these flowers points to that specific folder. If not, double-click on the file path next to a flower. Doing this will allow you to edit the location. Don't worry about changing the file name at the very end of the path, just make sure everything else is correct (unless you're absolutely sure the file path is pointing to an incorrect texture name). Do this for every single flower on the list where appropriate with the exception of ones that are already blank, one that points to "BlankDetailMap.dds.", and one that points to a .dds file with the same name as the .nif file you're editing. Once you are finished, save the .nif file, and then repeat the process for the other NiTriShapes where appropriate. Save everytime you are done changing the texture paths of a NiTriShape. Before you continue editing the FaceGeom .nif file of the other followers, test to see if this method worked in-game.
  15. I have found the solution to the head texture errors! It turns out Viconia's FaceGeom .nif head was directing to the wrong textures. This is the .nif file with the incorrect file paths: And this is the .nif file pointing to the correct textures: And here is the result: http://image.prntscr.com/image/50a34422b1a8422f9cf7f00268514163.png
  16. I used this tutorial to convert my Viconia DeVir mod to Special Edition, and it worked...mostly. The problem is, although she uses the diffuse map assigned to her head, she seems to ignore all other maps for the same thing, and uses textures in the Textures/Actors/Character folder outside her own. Viconia without character texture replacer mods (vanilla textures): http://image.prntscr.com/image/398982c9ad824acca37820f39ea64a3b.png Viconia with WICO: http://image.prntscr.com/image/068f70a036944ff1902e10faf68867ed.png This is totally bizarre to me. I triple-checked the .esp for any reasons why this would be happening, and I'm seeing absolutely none. Her head and body parts in the Creation Kit are recognizing the textures in her personal texture folder, and those parts are assigned to her NPC data. I tried exporting all her textures to DXT5 compression using GIMP, but that didn't work. And, as if that isn't bad enough, Viconia's pupils distance from each other the farther away you are from her, and the opposite when you get closer: http://image.prntscr.com/image/19728c5b1d664fcba3e53b4f6cfb162a.png If anyone can tell me the cause and solution to these problems, I will be very grateful!
  17. I also recommend this mod. Through the MCM you can configure it so you can never die, which can actually lead to some hilarious situations. (I remember climbing a mountain next to the shrine of Mehrunes Dagon to reach a dragon buriel site. Since I had Immersive Creatures installed at the time, a dragon-like skeletal beast was waiting for me. When I finally reached the site the beast shouted at me, which caused me to ragdoll ALL THE WAY DOWN the mountain in a single fall. I thought I was dead for sure, but through the miracle of DAYMOYL, I survived!)
  18. I don't plan on removing any mods, but I will remember your advice if it ever comes to that. Thank you once again. P.S. NWN, BG and D&D in general forever!
  19. Thank you very much for the reply, KarmaPowered! That's what I was afraid of, but I suppose as long as the new mods are just new equipment mods or the like -- ones that don't affect leveled lists or change gameplay whatsoever -- they shouldn't do any harm to my save for just being at the bottom of my load order. (Right?)
  20. First, I apologize if this has been covered before. I have been searching for an answer to this question for quite some time, and I have yet to find an answer, which is why I've resorted to creating this topic. Here is my question: Is it safe to rearange the load order and then load an existing game/save after adding a new mod? Or should new mods always be at the bottom of the load order for an existing game/save? Thank you for reading, and good fortune to you in your current and future endeavors.
  21. What I want to do is turn Scouts-Many-Marshes into a follower, but not so simply that you can just walk up to and recruit him without befriending him first. I want the option to recruit him to appear after you completed his friendship quest, A Few Words with You. (The quest involving persuading Torbjorn Shatter-Shield to raise income for the Argonian workers of Windhelm.) How can I accomplish this? Any help will be appreciated. Thank you for reading, and good fortune to you in your current and future endeavors.
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