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justinglen75

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Everything posted by justinglen75

  1. Hello, this video should give you a good idea on how to setup the body including a head.
  2. Last I heard the current version of NifTools doesnt work well with 2.79 and later â unless thats just with SSE. I asked a similar question recently somewhere and was told that I would need to use an older version of Blender, probably 2.5.9. You can download from this link â https://download.blender.org/release/ But if you do that, I think it will overwrite your current installation.
  3. I downloaded ApachiiSkyHairFemale_v_1_5 and copied the original hair mesh + tri file, and the hairline mesh into the hair folder you already had --> https://imgur.com/BraAOsm And then I went into the CK and basically replaced the model pathway and included the tri file for the hair headpart, and did the same for the hairline headpart (Apachii's mod doesn't include a TRI file for the hairline). --> https://imgur.com/INbP2Dy And then I re-exported the facegen data (Control + F4) and that worked. :smile: If you want I can share a link to my Google Drive so you can download the the changes I made.
  4. Ah, I got confused I apologize -- was thinking the look/sculpt of the face/head was the primary issue and the hair/feathers as a separate issue. So i'm noticing that the dreads hair mesh is from the Apachii mod and that the feather (which also involves a bandana) is the hairline part for that hairstyle. I'm guessing you removed the bandanna mesh/node somehow so you could just use the feathers to be their own? Well, I tried copying the original Apachii NIFs + TRI file that comes with the hair meshes and linked the headparts to those files instead of yours (https://imgur.com/INbP2Dy) , exported a new FaceGen file, openned Skyrim and this is what I got --> https://imgur.com/a/Hh6yD5V So my guess it has something to do with the customized hair meshes -- particularly the hairline mesh, something meta -- and I have no clue how to fix that. Sorry that wasn't much help.
  5. So far I don't really notice anything completely out of the ordinary. If you can, get a screenshot of your character while in RM so I can compare better, and/or send me a preset. Here's a photo of the OttterHead NIF, the RM nif, and the facegendata NIF taken from that I exported in the CK, in NifSkope, and I have to be honest that the face looks identical to me. Photo link --> https://imgur.com/a/IC7lLMt Below is an in-game photo on my computer -- is that not meant to be the correct look? -- Photo link --> https://imgur.com/a/Ht1S3F2
  6. I don't think SLE Creation Kit auto-gens the facegeom files like CK 2.0 does -- at least not in my experiences -- so I would suspect that's not happening but I would say it's not impossible. I'm guessing you're already checking the facegeom NIF file (stored in the Data>Actors>Character>FaceGenData>FaceGeom>YOURMOD.ESP folder) for your follower in NifSkope -- is the follower not appearing what it's supposed to look like? My guess is that something is not linking up properly, ie. the headpart meshes are pointing to vanilla meshes and not your standalone meshes OR maybe the merging process in NifMerge is not working correctly. Just to make sure, this isn't a vanilla character you're customizing, right? It's a new, non-vanilla NPC, correct?
  7. Well that sounds about right to me :) Strange, if you'd like I'd be willing to look over your mod and see if I notice anything in particular. You can drop them in Google Drive and share the files with me -- can PM me the link if you want.
  8. Hello, you might need to include the steps you took to make the custom head — but did you use NifMerge to merge the custom head parts with the vanilla head parts? And just to make sure, are you using Skyrim LE or Skyrim SE? I ask in case because SSE Creation Kit 2.0 will auto-gen the facegeom files and overwrite the custom ones. BTW this is a great tutorial on creating custom standalones and might help you. .
  9. I'll try to help you out :smile: Convert the ESP/ESM The Oldrim ESP needs to be converted from 32 bit to 64 bit in order to work in SSE. To do that is easy -- drop the Oldrim ESP into the SSE Data folder, now open the ESP in CK 2.0 (64 bit) -- make sure made that the ESP is set to be the "active" plugin and that it's dependents (ie. Skyrim.exe, Dragonborn.exe) are also selected. Once it's loaded, then just save it -- the ESP is now 64 bit (aka Form 44) and ready. If your mods are packed in a BSA, the contents will need to be unpacked/extracted using something like BSA Browser. All mesh files (.NIF) contained in the BSA and any animation files (.HKX) will need to be converted/optimized to work in SSE. Once they are done being converted, you need to put them in their necessary folders as they were in the Oldrim data folder but in the SSE data folder. Convert the NIFs/Meshes Oldrim NIFs need to be "optimized" in order to work in SSE. You need software to complete that task -- SSE NIF Optimizer (SSENO) is brilliant and does the trick. You also need to make sure that when you're optimizing head-parts (ie. eyes, head, brows, hair, facegeom NIF) that in SSENO you need to have "Head Parts Only" checked, and for non-head parts (ie. armor, structures, --anything that it NOT a head part) you then leave it unchecked. So you may need to run SSENO twice -- once for the head parts only, and once for the non-head parts. I suggest you temporarily split up the NIFs into their own folders -- one folder is "headparts" and the other can be called "non headparts". Then run optimizer on one folder, then the other, and then re-place the NIFs where they used to be (in the SSE Data file hierarchy). Textures You don't need to worry about them. VERY rarely, if EVER, have I had to do anything with textures when transferring from Oldrim to SSE. They should work without issue. Scripts I think I've heard that it's possible old scripts might be an issue between the two but I've never experienced one when I've ported mods. DLL Also, I could be mistaken here but are any of the mods you are converting using their own DLL files? If so, then you might be SOL on that mod working in SSE. 32 bit DLL files need to be converted to 64-bit -- and unless you're a programmer who perhaps knows the source code or can rebuild/recompile these files as 64 bit then the mod is not going to work in SSE. Unfortunately, there is no way to just run these through a conversion program to do that, but it would be nice if there were. Hehe. HKX/Animations As mentioned earlier, these I believe need to be converted for SSE as well. https://www.nexusmods.com/skyrimspecialedition/mods/2970/ YouTube resources on Oldrim to SSE Conversion. https://www.youtube.com/results?search_query=sse+port
  10. Hello, just to make sure -- when you created the head, what was the weight of the character? If for example your character is 50 (or .5 in Racemenu), you need to set the weight of the NPC actor in the Creation Kit to match the weight of the head = 50. Neck "gaps" are usually caused by a discrepancy of the weight of the NPC and the weight of the exported head sculpt. Forgive if you already knew that, or figured it out already :smile: I have made it a habit of creating an NPC file when I'm done creating a head sculpt in RaceMenu. This video on how to do that: https://www.youtube.com/watch?v=r8RVPz873ww Once I have my .NPC file -- which saves information like: weight, skin color, hair color, etc. -- I then import that file into the CK, like the video mentioned above. The video says to use savepcface but you can also use spf. If the weights are good and it's still got a gap, it could maybe the SOS body mesh -- best way to test that is to maybe not use SOS and go vanilla and see if you still get a gap when using vanilla body meshes.
  11. Hello, i can take a look at it -- you can either email it to me (PM me) or share it on Google drive or something and send me the shared-link so I can download it. Will need the ESP file.
  12. So basically to use the Blender NIF add-on you need an older version of Blender -- makes sense to me, thanks! Peace!
  13. Hello! I'm also curious on this, this is valuable info! I too have been delving into the basics of modeling using Blender so I'm a complete 3D-Noob. I have used the Blender NIF Plugin import/export recently but have found that it doesn't work very well with Blender 2.79. I know I added the plugin correctly into Blender Add-Ons section but when I import an orchsword NIF for example (from SSE) I just get import errors from Blender -- unless the import plugin can only import SLE NIFs. If there's something I need to configure there -- teach me :smile: An alternate method that I've learned is to open the NIF in NifSkope and then export it as an OBJ. Then open Blender and import the OBJ file into Blender (do make sure the Import/Export Wavefront OBJ Format add-on is activated in Blender). This works for me in bringing in the objects but I guess I've run into an issue where I'm not able to export as a NIF (from Blender using the add-on, export errors).
  14. I've seen this error before but not sure what the cause is exactly. If the CK won't open you could try removing all the Creation Kit INI files -- moving them to your desktop on your PC and re-opening the CK so it can regenerate new INI files. The other option could be to uninstall it by using the Bethesda Launcher, rebooting your PC and then reinstalling it. Then try again. I'm also assuming you have Skyrim Special Edition installed, right? I could be wrong be The CK (64) INIs and the application itself needs to be installed in the same root folder as the Skyrim SE application -- and NOT in the DATA folder. GL!
  15. @Maxaturo - the below script worked flawless, compiled and in-game: It's what I originally had except for the OnHit event (+ parameters) you added, and the RestoreAV. Thanks again! I'm just curious though -- to make the explosion NOT effect the player, is that something that can be done in the script? Would hate for the explosion to kill myself albeit the explosion's damage is set somewhat low (30). Just curious :smile: Scriptname MYANIMALEXPLOSIONSCRIPT extends ObjectReference {Makes my animal companion explode using an explosion of my choice -- currently an ice-blast -- when at 25% of his health. He then restores his health.} Actor Property MYANIMAL Auto Explosion Property ICYBLAST Auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) Float ANIMALHEALTH = MYANIMAL.GetAVPercentage("Health") if (ANIMALHEALTH < 0.25) Debug.Notification("Your animal has less than 25% health remaining") MYANIMAL.PlaceAtMe(ICYBLAST) MYANIMAL.RestoreActorValue("Health", 500) endIf endEvent
  16. @Maxarturo I appreciate the suggestions but, unfortunately neither one will compile. C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\source\JWDSnowvakIceBlast.psc(8,8): GetActorValuePercentage is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\source\JWDSnowvakIceBlast.psc(8,42): cannot compare a none to a float (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\source\JWDSnowvakIceBlast.psc(8,42): cannot relatively compare variables to None C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\source\JWDSnowvakIceBlast.psc(8,53): IsDead is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\source\JWDSnowvakIceBlast.psc(8,62): cannot compare a none to a bool (cast missing or types unrelated)
  17. Hello! Down to the nitty gritty: Assuming this is even possible, I have an animal follower who I would like to “explode” an icy blast like a frost rune explosion -- as in have the explosion play an at the NPCs location -- when they are at 25% of their health. Then, after they explode, they restore their health to 100%. Since I’m no coding-ninja, forgive if it's laughable hehe but below is what I pieced together...and it doesn’t work when it's attached to the NPC or on a magic effect (which is attached to an ability/spell which is then placed in the NPCs spell list. The animal doesn’t explode at all after I'm hitting it. It compiles no problem. Any help filling in the gaps, maybe providing examples, would be appreciated! The script I have so far, again it's attached directly to the actor.Oh and if there's a better way to do this -- like via a magic effect > spell/ability > spell in actor's spell list, guide me. Thanks! Scriptname MYSCRIPT extends ObjectReference {Once the animal actor/follower reaches down to a quarter of their health, they release an icy blast explosion and restore all their health.} Actor Property MYANIMAL Auto Explosion Property ICEBLAST Auto Event OnDying() float MYANIMALHEALTH = MYANIMAL.GetAVPercentage("Health") if (MYANIMALHEALTH < 0.25) Debug.Notification("Your animal companion has less than 25% health remaining") ;this doesn’t even fire MYANIMAL.PlaceAtMe(ICEBLAST) MYANIMAL.SetAV("Health", 1000.0) ;When MYANIMAL explodes, he restores 1000 points of his health -- is there a SetAVPercentage? I guess it doesnt matter endIf endEvent
  18. I don't know if this helps, you might need to provide more details on what you're trying to do in case this isn't helpful. The CK for SSE is weird about facegen data -- every time you save your mod or pack it up into an archive from the CK (SSE), the facegen data will auto-generate and will overwrite your custom originals (if you created/exported custom facegen data from Oldrim RaceMenu and bringing it into SSE or something). What I do is create a 7Zip archive file of my originals in the facegen data folders of my follower mod so if the originals do get overwritten I can just extract the archived originals to overwrite the auto-gen data. Hope that makes sense.
  19. @Jyotai -- Sorry if this is a late reply on this, but in case you haven't figured it out yet -- NifMerge is not compatible with SSE NIFs. Unfortunately, it's only usable with pre-SSE NIFs (ie. Skyrim Legendary Edition). If you created a character using Racemenu for SLE, and going to use NifMerge, you need to create the character's facegen data from CK 32-bit. Then you use NifMerge to merge the facegen NIF with the one created in RM (SLE). Once that's done, you can convert/optimize the Oldrim NIF(s) with SSE NIF Optimizer for use with SSE. I hope that makes sense.
  20. Unless I overlooked it, I didnt see the Unofficial Skyrim Patch (USP) on your LO and I don't think the Legendary version of the patch (USLEP) will work in your case since you don't have any of the DLC. The patch is no longer available for the OG Skyrim (pre-DLC). Not sure if any of the mods listed on your LO are dependent on USP or USLEP. Could upgrade to SLE on Steam at some point (or even Special Edition), hehe. I don't know if that is a possible cause for the CTD problem or not but it's probably something worth researching to see if any of your mods requires that particular patch or requires the LE version of the patch. GL
  21. Did this happen just recently, like was it was fine one day but then you installed a new mod (or mods) or updated something and then it CTD'd? I would check and see what mods you last installed recently and maybe disable them or delete them, then try again to see if you get to the game. If it does work then it's one of the mods you installed/updated. I know with NMM you can order mods in the installed mod list by order of install date -- I'm sure you can do the same thing in Vortex but I don't really now (cause I STILL use NMM, hehe). Is SKSE a recent install? Could try removing/uninstalling SKSE and/or reinstalling it. Did you change any of the INIs recently? Not sure if that can cause a CTD, someone else can maybe answer that. You could backup your current INIs for Skyrim and open Skyrim so it can create fresh ones. If it still crashes then restore your originals.
  22. Interesting idea -- you are correct, I basically want a normal daedric sword (that can be picked up) to change into a bound (daedric) sword -- OR a bound-like sword -- when it's either wielded by the player or an NPC <--the original owner) and with green color tones instead of the vanilla blue/purple tones. The visual effect would then turn off when the weapon is sheathed. I do see the textures you're speaking of. I looked at the boundswordencheffects.nif file in NifSkope and there is a texture set, not sure if that's what you'll are talking about: https://imgur.com/Ck1vdU1 daedricsword.dds daedricsword_n.dds fxwhite.dds ore_ebony.dds daedricsword_m.dds I totally appreciate the input, and the dwarven flamethrowers sound pretty sweet. @Rizalgar I appreciate yours as well!
  23. Hello, any kind help or guidance would be appreciated. I'm looking to have a follower use a custom sword -- a daedric sword -- to activate a bound sword effect (should be easy since the bound sword is a daedric) once the NPC starts to use it. I'm guessing a script is involved, either attached to the magic effect and/or the weapon itself. I'm also hoping to figure out how to recolor the bound effect from the regular blue tone to a green color. Does anyone know of a good tutorial on this? Or know where in the CK I'm to look to change the color? Thanks! What I have tried already is looking at some mods and how they have done it but can't seem to pinpoint where to recolor. Again thanks for any assistance! UPDATE: I believe I found the where I need to recolor the bound sound effect -- within the boundswordencheffects.nif itself. https://imgur.com/W4EF4EX
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