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shadowfox999

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Everything posted by shadowfox999

  1. I have 0 weight body and custom head, I am using weight 100 to prevent neck gap but this also affects on armors, can I disable armor morphs for player? It's very unreal when skinny body is attached to XXL armor but I don't want disable armor morphs for NPC's. Anyone?
  2. To make it totally clear- 2 models (head, body) with all maps (diffuse,normal,specular) set to fully white 4096x4096 texture. I don't know whats going on. It looks like shader issue but have no idea what can be wrong, lower nifscope shader data, strange head look is just nifskope interpretation. Any ideas how to fix that? I can upload more data from nifskope, just post what data may be important. Edit: I reinstall SE, totally cleared skyrim se data and after reinstall the problem still exist, how can it be?
  3. I am totally confused- I made entire body&head with textures and in bodyslide/nifskope everything is ok but in game there's visible texture seam between head/body. How can it be if in bodyslide it looks perfect? Shader flags?
  4. I am totally sure that custom .nif is a problem. What I did is download bodyslide for SSE and merge custom nif with standard one- only this method works for me. I have different question- I have eyes located too high relative to head-can I just lower them in .nif ?
  5. Nevermind, I know what was wrong but can anyone help me with this strange error? facegen:failed to load xyz.nif bsfacegenmodel::loadmodelmesh. Appears when I tried to look at custom face in ck, problem is head- it looks ok and I can look at it in load window in ck but in game/race tab head dissapears, everything else like hair etc. don't dissapear. I have only this error and don't know what's wrong with that .nif- in nifskope everything looks ok, tried optimize it and nothing :sad: Edit: I tried to replace custom .nif head with vanilla and it works but still have no idea why custom nif doesn't work especially that ck correctly loaded it in load tab. @Wolfer4004 but I can't use ctrl+f4 on npc with chargen, I belive that facegen data of presets is stored somewhere else or skyrim create it in real time in memory. Now I try to load custom head and again facegen is a problem so it seems to be totally bugged in SSE, never had something like that in standard.
  6. So I have custom npc from classic skyrim ported to SE and it works fine-npc looks ok. But every time I tried to make it a present I end with standard-vanilla face. This is what I did 1.Open sse ck 2.Find npc 3.Add npc to race preset tab 4.save esp-some warrings: textures should have been converted offline etc. I belive that ck doesn't like old facegen data and changed it. 5.Because ck changed fecegen data on save I go to \Data\meshes\actors\character\FaceGenData\Facegeom\mod.esp and paste old facegen data from backup 6.Open sse- npc looks ok, preset is in showracemenu but this is not face from desired npc Is ck generate standalone facegen data for presets? It just looks like it doesn't use npc facegen but newly generated.
  7. Thanks for explanation. @Iofgren additem is latent http://www.creationkit.com/fallout4/index.php?title=Category:Latent_Functions
  8. I have some code which add armor to npc and then forcing them to wear it. The problem is that NPC has armor but refuse to equip it. npc.AddItem(akBaseItem, aiItemCount, true)npc.EquipItem(akBaseItem) Doesn't work, but npc.AddItem(akBaseItem, aiItemCount, true)Utility.Wait(1)npc.EquipItem(akBaseItem) Works always correctly. Why? I hate using wait cause different computers have different speed of papyrus execute. What do you think? Edit: Oh and one more important info. Sometimes in case 1 npc equip just one piece of armor. I don't know why, it seems to be totally random. I also saw few situations where NPC equip full armor and immidiatly (less then 0.1s) unequip it.
  9. Quick question. Is there any way to grab name of actors in SE ? No skse so please don't write about GetName(). I was thinking about it some time and didn't invent anything but create all these strings on my own :P
  10. Hi, anyone tried do quest with StartGameEnabled flag? It just doesn't work. Quest won't start on game load. Tried even bethesda example http://www.creationkit.com/fallout4/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World. No errors, warrings, logs, nothing. Script was compiled correctly. Any ideas?
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