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Panarchy

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Everything posted by Panarchy

  1. In the off-chance that somebody googles across this threat, I just thought I would mention that this mod (https://www.nexusmods.com/skyrimspecialedition/mods/19310?tab=files) solved the Dint hair invisibility issue for me.
  2. Apologies for necro-ing this embarrassing thread of mine, but here is the error in question in case anybody else has this problem with the max 2015-2018 plugins by apenov ( https://www.nexusmod...tab=description) In my case, I selected the third option and was able to continue, save and export without issue.
  3. This is an odd question but I'm just curious as to what the answer might be. I also have no idea where to start investigating this so I'm querying the hive mind for help. For context, I'm using Simple Sorter and AFT hotkey recipes in the same load order. The AFT hotkey items are ingestibles so they appear under the "AID" section by default. The Simple Sorter patcher, however, moves them to MISC where they cannot be favorited and are therefore useless. Now, this isn't a problem per se because I just edited the records in FO4edit and moved the ones I use back to AID. Problem solved. Thing is, I like them better in MISC, and there are more than a few other mod-added AID items that I would like to relegate to MISC so I can keep my AID section tidy with only food and medicine. So now I'm wondering: what would I need to change in the vanilla records in order to be permitted to favorite MISC items?
  4. Thank you for your response. I'm using this plugin https://www.nexusmods.com/skyrim/mods/84041?tab=description and it used to work just fine... Incidentally, I discovered the answer to my problem was an option at the bottom of the error wall of text that essentially amounted to "ignore this error and don't tell me again." I never thought that would work but it did, and I can't even be helpful by documenting the specific option because I can't reproduce the error now. Apparently the answer to 3dsMax telling you it's crashing is to say "no you aren't and stop complaining..."
  5. Hi all, I used to use 3dsmax 2017 plugin to edit meshes for Skyrim but now I'm having trouble with the 2018 plugin for FO4. Whenever I try to save or export I get this message: File: c:\program files\autodesk\3ds max 2018 sdk\maxsdk\include\ioapi.hLine: 232Function: ISave::WriteExpression: buf == NULL || strlen(buf) <= nbytes Google has been a dead end and I'm officially stumped. If anybody has any ideas, it would be appreciated... Otherwise, how is everyone editing meshes nowadays? I could switch to blender, but I would need to reinstall since I'm using 2.80 and I know that's not supported yet. Which version of blender/nif plugin are you all using?
  6. Hello! I was really interested in reading these tutorials, but the link appears to be broken (404 etc). Would you perhaps be able to post the tutorial here (or elsewhere)?
  7. Hi folks, I would like to start editing vanilla armor and clothing meshes to have better-looking fur instead of the flat, 2d textures-over-bulbous-blobs we have now. I think this could be a good way to "update" the vanilla models to look more modern. I've played around with shell texturing in the past but I think that the best results are achieved with a technique that uses overlapping, flat polygons. I've attached an example of this from the BDO pack. It looks fairly low tech, but I think the results are pretty good when done well. All of the fur modeling tutorials I've found use more sophisticated techniques that (I assume) likely won't work for Skyrim, and I can't find any tutorials on how to recreate this "layered" effect efficiently. Just looking at it, it looks like it would be pretty painstaking to do. Questions: what is this technique called? and how can it be achieved efficiently? I'm not looking for anybody to hold my hand through this, but if anybody could give me the proper terminology or maybe point me in the direction of learning more then I would greatly appreciate it.
  8. Yeah, I wound up importing the bad nif into 3dsmax and re-exporting it. Afterward, I was able to import/export from Outfit Studio without issue. It's a mystery I guess.
  9. Hi folks, So I made a mashup in 3dsmax and then made some last-minute adjustments in outfit studio. I exported the .nif and tried opening it back up in nifskope but the viewing window appears totally black except for the RGB XYZ axis pointers in the bottom left. The grey floor-grid appears for one second after I open the file but then disappears. The block list is normal and I can browse ninode/nitrishapes etc, but nothing appears in the viewing window. I've made many mashups and I've never encountered this before... The original 3dsmax export nif appears in nifksope fine. It appears in Outfit Studio fine. But only after exporting from Outfit Studio (whether I make any changes or not) it appears blank in nifskope. What's even weirder is I can take that same bad file and open it BACK up in Outfit Studio and it works in that program. So I know OS is not corrupting the file per se, but it's doing something that Nifskope in particular doesn't like... Has anybody had this problem before? Any thoughts?
  10. Ah, yeah that looks right. Thanks, I'm gonna take it apart and see what the author is doing there... I'll post back what I find.
  11. Thanks for your response. I'm not seeing that mod anywhere though... does anyone know which mod he's referring to?
  12. I'm working on a mod and looking for a way to disable health regen for essential followers. I know you can do this with EFF (which I heavily prefer over AFT and UFO), but only if you set them to "default" instead of essential. Thing is, I don't want them to die, I just want them to stop regenerating health altogether. I tried editing health regen for all races in TES5edit and also by using the "health regen options" mod, but neither achieved what I was hoping for. The issue is that followers get an immediate health recovery boost as soon as combat is over, and that's primarily what I want to get rid of. I've done some research but I can't figure out what causes or controls this function. Thoughts?
  13. I'm a noob at all this, but I've gotten fairly good at making basic armor mashups using 3DSmax and Nifskope. Now I want to try mashing together weapon meshes for a mod. Here's the plan: I want to make a buckler (just a rescaled vanilla shield) and move it up the left forearm. Easy enough. But then I want to add a bow mesh to the left hand so it looks like the character has a bow and buckler equipped on the same arm; seljuk or mongol-style. Functionally, it will be a shield while the bow-in-hand will be purely decorative. Later, I want to do the reverse with a bow but with a decorative buckler. The idea is to make two items - a buckler/bow and a bow/buckler - with the same model but different functions. Starting with the buckler-bow, my noob-brain reasoned that I would only need to add the bow-mesh as an ni-tri shape to the shield nif like making an armor mashup in nifskope. Tried that, the buckler showed up in-game but the bow did not. Now I'm stumped. So what's the correct procedure for mashing up weapon meshes? Do I need to take additional steps in NifSkope? I've been looking at weapon nifs that are made up of multiple NiTriShapes, but so far I can't tell how they're different from the one I made. Thanks in advance
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