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JMichi

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  1. Does anyone know if there are any guides on either porting heads from other games to Skyrim or just straight up creating sculpted heads in 3D NOT using the sliders in Racemenu? I was able to get the sculpt of another game character head in, somewhat by moving the vertices to the right spots. But part of the problem I'm running into is that since the eye sockets of the ported head are lower than the vanilla head, the eyes are still inside of the skull. This would be an easy fix in 3D if there wasn't a somewhat ridiculous offset in the 3D. For Reference, I'm using the High Poly head. Any help would be greatly appreciated. https://imgur.com/a/ctlvMGR Thanks, ~M
  2. Problem: Racemenuload Script not showing up in Creation Kit. Solution: Thank you @Hanaisse for all the extra help troubleshooting behind the scenes. Documenting so others can hopefully fix these issues and make cool stuff (As well as document their own fixes to problems they solve).
  3. Documenting how I solved several issues. Please make a backup of your Skyrim files before implementing these fixes. Problem: Cannot open store for class "ski_configbase", missing file? Solution:
  4. Hmm. I have no clue how to do that lol. But I will look around and keep posting progress, theres no way I am the first or last person to run into these issues.
  5. Above problem seems to have gone away after I installed Creation Kit fixes from : https://www.nexusmods.com/skyrimspecialedition/mods/20061?tab=description Now the script window loads up, but Racemenuload does not show up. I double checked to make sure the Modders Package was correctly installed, and the scripts are indeed in the folder along with the other hundreds of scripts that DO show up.
  6. So I finally got a moment to try again, this time exactly following the instructions on the Racemenu page and I'm running into an issue where you have to add a script within the alias window. STEPS The error does come up on google, but I havent really found a solution. I'll keep looking around for a solution but if anyone has any clue what my problem could be please share. Thanks!
  7. Thanks Hanaisse! I will give it a shot later, and see if I run into anything else. Thanks for your help!
  8. Hi all, I'm trying to get into modding for Skyrim SE and figured I'd start with something somewhat simple. What I want to do is create an overlay texture for Racemenu (body paints / beauty marks etc) but cant seem to get past this point of the guide (Guide link http://winkingskeever.com/how-to-create-new-body-paints-and-overlays-for-racemenu-part-2/ ) (Within Creation Kit) Where it says: 2. On the top bar, go to Gameplay -> Compile Papyrus Scripts. This may take a moment to load. (This took forever but eventually loaded) 3. Scroll through the tediously long and unsearchable list until you find “RaceMenuBase”. Click the checkbox next to it, and then click “Compile”. Then I get this error: I have SKSE64 installed, Creation Kit is installed through Bethesda Launcher. I'm unsure where to begin to fix the problem. Any help is welcome if perhaps there is a better way to achieve what I'm after. Thanks! ~J
  9. Bump, these are good questions and I dont think they are answered in the tutorials link. I'm mostly interested in somehow editing the facemeshes to make custom faces.
  10. Hello, I'm relatively new to the modding scene, but I can learn fairly well on my own. I would like to be pointed in the right direction. My goal is to create custom faces that the player can select to use as his/her own. How do I go about doing that? I have nifscope, blender, sculptris. I've exported a face out to blender, though I haven't actually messed with the geometry yet because I'm not sure how to make sure that the new geometry will work with the rigging of the game. I'm not exactly sure how ask my question, but if anyone has done faces before and could shed some light on the process I would be grateful. Thanks, -J ps. I tried importing a face from the facegendata folder and blender gives me a "Python Script error: check console" Console says: Blender NIF Scripts 2.5.5 (running on Blender 249, PyFFI 2.1.5) pyffi.toaster:INFO:--- fix_mergeskeletonroots --- pyffi.toaster:INFO: ~~~ BSFadeNode [000C440A.NIF] ~~~ pyffi.toaster:INFO: ~~~ NiNode [NPC Head [Head]] ~~~ pyffi.toaster:INFO: ~~~ NiNode [NPC Spine2 [spn2]] ~~~ pyffi.toaster:INFO: ~~~ NiNode [bSFaceGenNiNodeSkinned] ~~~ Traceback (most recent call last): File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo dules\nif_common.py", line 1227, in gui_button_event self.gui_exit() File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo dules\nif_common.py", line 1579, in gui_exit self.callback(**self.config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 3750, in config_callback importer = NifImport(**config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 274, in __init__ self.import_root(root) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 322, in import_root vertices, normals = niBlock.get_skin_deformation() File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 4599, in get_skin_deformation bone_matrix = bone_block.get_transform(skelroot) File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 3939, in get_transform 'between %s and %s.' % (self.name, relative_to.name)) ValueError: cannot find a chain of NiAVObject blocks between NPC Head [Head] and BSFaceGenNiNodeSkinned. --------------------------------------- HALP! D:
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