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Dragoon23

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Everything posted by Dragoon23

  1. Are you sure the mesh is weighted properly? Because that image looks like unweighted vertices to me. Try checking in Outfit Studio by either importing the nif and export nif (will give warning of unweighted vertices) or right click mesh and mask all weighted vertices. If they're unweighted, you can try weighing again with 3dMax 2016 or do it in Outfit Studio. If they're all weighted, try checking the weight strengths on the vertices by posing the outfit like moving arms/legs bones. Don't know how to do that in 3dMax but Outfit Studio is under Bones tab-> click arrow to drop down Posing options->enable poses->mess with bones
  2. You could edit colors yourself in photoshop or freeware equivalent like Gimp. Recoloring is probably one of the easiest things to do. Here's a tutorial for how to set up Gimp: https://steamcommunity.com/sharedfiles/filedetails/?id=816839147
  3. Use Bethesda Archive Extractor to extract them from the vanilla BSAs located in skyrim/data
  4. Alrite, I'm quite confused on what you're going for. Are you trying to make a helmet/headgear or an actual head that's part of a race or something like that.
  5. That's how vanilla headgear work though iirc: You can only have one hat/helmet/circlet on at any time. You'd need another mod to override that. So if you want something with a hat only, you'd have to make a nif that only has the hat present as a circlet so the face is visible. You'd probably have to make a hat+bird mask nif and a bird mask only nif to cover all scenarios.
  6. Can you put up some screenshots? I'm having a hard time visualizing the problem.
  7. Outfits don't need bodyslide sliders. It's a nice option to be bodyslide compatible, but outfits can be completely bodyslide free. For vanilla body, I'd use outfit studio to make some weight sliders so I can easily export _0 and_1 outfits from outfit studio itself. Here's my vid on how to set that up: What do you mean by stuff floating on body? Like, it's not moving with body? If so, that sounds more like parts of the body is unweighted or weighted improperly (Not to be confused with weight sliders. Weighted means how strongly the outfit is attached to the body). Depending on the outfit, weight painting can be incredibly annoying/tedious to do.
  8. Textures and meshes can be convert from LE to SSE and vice versa with Cathedral Asset Optimizer. For simple mods like textures and armors/weapons/accessories, I haven't encountered any issues going back and forth using CAO. I never tried esps or more complicated mods like houses, quests, and such though.
  9. You'll need to run it through Cathedral Asset optimizer first to convert the LE meshes to SSE, and than it'll work for SSE. I did make a SSE port, but I am unsure of permissions since it's a different uploader.
  10. I am not sure where to ask this so I hope this is the correction location. I have made and uploaded a patch for a mod on Skyrim LE. The original author has open permissions. I can easily convert and port my patch to SSE. The mod however was ported by another person to SSE. Do I need their permission to upload the patch even though I did not use their files at all and only touched the original LE ones? It still needs the original files though, which is what they ported for SSE. Please advise. Thank you
  11. What about export it as an obj, load it up into Outfit Studio (it can be used to edit non outfit meshes! I used it to edit clutter items like weapon plaques and weapons), export as a nif? You can than change all the texture/alpha/vertex colors settings in Outfit Studio and/or nifskope.
  12. Hmm, with invisible meshes I found the problem is usually a one or a combination of several things: missing mesh, unweighted vertices, wrong partition, nifskope->mesh is not properly aligned with the body ie pauldrons is like 6 feet away from where they should be. missing mesh: double check in outfit studio that the gloves are there and that all vertices are weighted. Wrong partitions: Since it looks like it's just gloves, partitions should be some combination of 33 SBP_33_Hands and 34 SBP_34_Forearms nifskope: 0 NiNode-> NiTriShape. In NiTriShape look for the Translation line and make sure x, y, z are 0. Last resort is to make a copy of the 3rd person meshes and just rename them into 1st person meshes.
  13. So an outfit mashup? I'd do it in Outfit Studio. Here's a basic walkthrough for how to set that up: https://www.youtube.com/playlist?list=PLV3QsqpNzG2O1PMYX8Ob5icTfcXCBcZSD What you want to do is a bit more complicated though since that has overlapping layers and it's going to be a bit hard to explain in word format. I can make another video showing how to separate vertices to roughly show what I mean if you like. Easiest way: Follow the videos and after making your weight sliders, import the outfits. They should be one on top of each other. Than with the armor mesh, delete everything except the cuirass vertices. After that, use the inflate/deflate tools to increase/decrease the area around the curiass as desired. Harder but results in a somewhat easier to manipulate end mesh way: Do everything in easiest way until get the cuirass only mesh and archmage. Than with the archmage robe, mask and separate all the vertices of the poncho. I find the best way to do that is to invert all the vertices so they're all red, than use the Tool->current tool -> vertex edit tool (or press the pencil up top or Q) to pick every vertices of the poncho. Use the transformation tool to temporarily move the vertices to see if you got them all, use vertex edit tool to choose any straggler vertices, and than use Ctrl+Z to undo the move but chosen vertices will still be chosen. Finally, once you have all the vertices chosen of the poncho, right click archmage robe ->Separate vertices. Now you edit the poncho alone without affecting the robe underneath.
  14. I prefer to export the OBJ from Blender 2.8+, import that into outfit studio, export as a nif, import the nif back to outfit studio to rig it properly and set up the textures, and finally: fix up shader/alpha properties in nifskope 1.1.3.
  15. Bags were a lot of trial/error in outfit studio. At first, I was trying to make them bigger to go over the dwarven armor but it looked horrible. I finally hit upon the idea to separate all the various bags from the mesh and than manipulate them from there. Much easier to do. Texture: well, I was trying to make it as close to the original per your request, and the original had the dwarven as a frontal/back piece with the sides exposed. However, the texture is a problem because it doesn't have any armor seams where I can delete the vertices along nicely so that's why I left the sides intact as oppose to deleting them. I know how to make a weight slider. I made the tutorial video I linked to you lol. What I meant by weighing was if you lift the arms/legs, does the mesh look alrite with that movement. Rahman530 made it, but hothtrooper44 took over so I don't wanna step on any toes. Worst case scenario, if I can't get permission is that I'll link you to a download for personal use only. Edit: I've decided if I can't get permissions, i'll probably just start over from scratch with completely vanilla meshes and work from there.
  16. What about masking the top part of the feet so they don't move and than use transformation tool to rotate the rest of the feet to the desired position? Edit one foot at a time for greater control.
  17. I'm working on getting permission from hothtrooper44 but this is what I have so far: https://imgur.com/tvIG32F All the bags are removeable, clipping should be minimized, male/female versions, and working weight slider. Now I'm working on my lease favorite part of this process which is the weighing of the outfit. I realize the original showed only a frontal chest dwarven plate, but with the way the textures work it will look incomplete and half done in the back and I'm not good enough at texture editing to mess with that.
  18. Ohhhh I see what you mean. Hmm, doesn't look too difficult to do in outfit studio. I'll see what I can do but no promises.
  19. Assuming you mean 0 weight and 100 weight, you can make weight sliders pretty easily in Outfit Studio. Here's a tutorial:
  20. I'm confused: what's wrong with the mod? I never used it.
  21. No promises, but should be simple enough to do in Outfit Studio. Which armor and preferred male body?
  22. My character is currently afflicted with the wispmother white fog/mist effect and so far, nothing has worked. Steve's script does NOT work for me. I have tried it multiple times following the instructions exactly but the mist refuses to dissipate. Add/remove spell doesn't work. The closest I've come to fixing it is using Director Mod (after uninstalling everything related to SkyUI) to remove the visual effects but the problem is my game crashes everything I try to save it. Is there any way to have some type of script like Director Mod's "Delete all FX" function? Just that one function would be a lifesaver. Barring that, is there any other method to get rid of the mist effects or should I just go to an earlier save losing several hours of gameplay. EDIT: I somehow got Director Mod options to show up with SkyUI 4.1 installed. I was messing with Showracemenu and somehow the director manual with all the options showed up after I adjusted height and skincolor and exited the racemenu. Everything fixed!
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