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Dart98Rock

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Posts posted by Dart98Rock

  1. It could be that I'm so tired can barely keep my eyes open, but the list don't make a lot of sense for what you want to do. This is the way I know how to add a custom body to a race.

    Go to ArmorAddon - Duplicate a NakedTorso(Race) (probably a race closest to the one your making). Add your .nif file to the ArmorAddon as the model. Next go to armor, duplicate SkinNaked. Delete the NakedTorso's under the model window, you will want to keep the hands and feet unless you have .nif files for them to. Name it really what you want, I always keep names close to the vanilla ones to help keep it organized. Make your race, I duplicate a race that is closest to the one I'm making. In the race menu go to BodyData and look for a drop down box called Skin, put your new armor there. As far as I know you can have any file path you want when adding a new body, just replacers need to follow a certain file path.

     

    For NifSkope settings look at how others have done there body's.

     

     

    If you need any more help let me know, I'll be in the Creation Kit for the next two days, and on and off Nexus.

  2. What I was afraid of, can't wait for Gecko. All my mods are incompatible, and have to do with CFLM forms and races. So far the only way to combine them is using the Creation Kit and that can take a really long time, but least this mod ain't as bad as an update I'm working on. The update will take around 200 to 300 hours to make, doing the same thing over again the entire time. Well thinks for the help, I use FO3edit a lot so TES5edit will come in handy. Didn't know it came out till you said something.
  3. Thanks for the help, unfortunately tes5edit can't combine them. It won't copy the race data that is in each of the .esp files. The race data is the important part, applying the forms to each race is what takes so long. I have a couple more ideas, if they don't work I'll start the very long process of doing them manually.
  4. I need to combine four of my .esp files together for my new mod. Wyre Bash can't merge them, TESsnip didn't work, and I can't find TESVsnip for download. I know I can use the Creation Kit to combine them, but I'm trying to find a faster way. If I combine them via the Creation Kit it will take around 20 hours. Each of the .esp files have 28 new forms, each form has the same Form ID as the other forms in the other .esp files. Not sure if that will mess it up, but doing it that way saved me 20 some odd hours. So if there is any way I combine these .esp files that would be awesome.
  5. Is there a way to make a new form list that would apply something to all race's, vanilla and custom race's that are not installed in my game. Also is there a way to add race's to a form list, or add something to a race without the Creation Kit duplicating the race.
  6. If a mod is dependent on another, the only way I know to make it not dependent is by taking the .esp, changing the form ID's of everything the mod adds so you can save it to a new plugin. Load the new plugin, and the now the esm file, and do the same for it, just with the parts of the file the mod needed. For example if it is a follower mod that is dependent on hair mod. Load the follower esp (not as active) change the form id for the npc, save as new plugin. Load the new plugin and hair mod, for whatever hair the npc uses change it's form id and add it to the follower. Save it. That's how I do things like that.
  7. That's just weird you have that problem, well either problem with the hair. These are problems when making the hair mesh into something other then a hairstyle. What hair mod are you using ? I am familiar with ApachiiSkyHair .nif files and she built them pretty good. They give me a whole lot less problems then the vanilla.
  8. Huh that's weird, thought I was the only one that ran into that problem, been trying to fix it for a month. I am currently converting vanilla hair meshes into hats, and originally thought the "gap" problem was from clipping. I will check some different things in NifSkope to find out how to fix that.
  9. The flags I use for the hair , ShaderFlags 1 - Specular, Skinned, Recieve_Shadows, Cast_Shadows, Own_Emit, ZBuffer_Test. ShaderFlags 2 - Buffer_Write, Double_Sided, EnvMap_Light_Fade. Not sure if this will help or not, you may want the vertex colors on, these are what I am using for the vanilla hair meshes that I am turning into hats. In ShaderFlag1 the Decal, Dynamic_Decal where what made them look transparent. Try unchecking Assume_Shadowmask, that one also messed me up. Also if there not vanilla textures, check there alpha channel. White is completely visable, black completely transparent, anything in between is semi-transparent.

     

    O is there a gap in the hair on the side.

  10. Alright man from what I have read on other forums, had to do a Google search for this one. This problem pops up when you change a npc's weight in the Creation Kit after meeting them in game. The game saves there original weight in the save files. In game, hit the console command button `, click on the Ysolda that will bring up her I.D.. After clicking on her, type in " setnpcweight xxx ". For the xxx put her weight, for an example with my characters it would be " setnpcweight 001 " "setnpcweight 025". Hopefully that will fix it for ya.
  11. Not sure what would cause that, could be the head not matching up to the body. The head is set to high on the skeleton, alpha channel (if any) is weird. Or you need the tri, don't know what they are still. Can ya attach a picture, so I can get a better view of what's wrong.
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