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K177J0Y

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Everything posted by K177J0Y

  1. I see, the bone list is not a big problem since I can open them on 3dsmax or the xml that comes with the XPMSE, but which boneweight array I have no idea where, since it moves by default most spine and neck bones
  2. Hum, I found out that, if you make a animation marker on CK and add on the package: HeadtrackIgnorePlayer or sumethin like that, I will help. However, I want to go deeper and disable the torso rotating stupidly when the NPC rotate their heads. Welp, put this thread is almost dead it seems :/
  3. So I'm trying to finally fix the most unnimersive thing on skyrim: The way NPCs headtrack. What do I mean: Have you ever noticed that when you're talking to a random humanoid NPC, when they are not exactly facing you, they just snap their spine and turn their head at the same time? Normal human beings don't move their entire torso to talk with you. They just turn their head and then only their neck. Amazingly, OBLIVION did that better ;-;So yeah, I would love to get some tips on how to do that... Hopefully it's possible... What am I asking for: A way to make, when npc's head track, they move only their head, not the torso. How is it probably possible: A behaviour file? Maybe it's a game setting? Something in between? What I do NOT want:Disable completely head tracking (I know it's possible, but that is a race edit, so it would be uncompatible to most mods and make the already robot-like skyrim NPCs more idiotic...) Anyways... Thanks for answering! Hopefully there is a possible way...
  4. Hya, do you know if you still have the slider sets (even if imperfect) to your conversions? I'm searching trough all of internet and I still haven't found a slider set for such task ;-;
  5. So I'm in love with Kenshi, since release I'm playing it daily, something I don't do since Skyrim :v, actually, I'm quite astounded that someone didn't issue the big, fat and old elephant in the room... I'm talking about the vanilla meshes and their...um...defects. So since no one already volunteered to revamp the models for the humanoids and since we already have a pretty good community part map (https://www.nexusmods.com/kenshi/mods/279/) some tweaks would make the body more...interesting. I'm not planning on revamping the textures but the models would be a nice start, (at least getting some...details into it) But first I need to know how to import the OG files into my 3dsmax to export to zbrush... And since i know fudgeall about scripting and programming I can't figure out how to make Ogre work... What I'm trying to say is that if someone would kindly help me figure out how to import .mesh files into 3ds max it would be a nice start for a major revamp :) Thanks for answering!
  6. So, long story short, I"ve made a custom evb body for personal use but as I can't use properly some clothes(bathrobe, grognack outfit, harness...etc) I'm now making conversions for it on Outfit Studio, since it seems far easier than 3ds max for example. However, thiis body spawn 120 above the other outfits, not a big problem, I can rearrange to match the outfit to the body after deleting the weights and copying them again after moving them, but that doesn't work on physics clothing (silver shroud, labcoat and the damn grognack outfit), it messes up the weighting to a point that the weighted parts, or become stiff and solid, or they appear 100 feet above my character ingame ;-; I have no idea how to fix this but maybe i can get some leads on: Get the physics to work on the outfit or Get my custom body to spawn on the right place (hopefully it would fix the physics clothing)? Thanks!! EDIT: I just opened it up on 3dsmax, moved the editable mesh 120 above, 0,800 back and now it works perfectly! Not a problem at all it seems... Anyway, I'll keep this post for research purposes!
  7. Thank you very much, I'm gonna adapt to similar work too :) Thank you again!
  8. Hello, I'm struggling a lot on some mods I'm working for, you see... I know shiat about Blender so, I don't dare to use, and since BS uses 3ds max anyways (and I'm vastly more skilled with it), I wanted to just work with that, outfit studio and nifskope. The problem is I can't seem to find a good tutorial on how to import, edit and export .nif meshes without the models bugging up (on nifskope, I can clearly see that the mesh appears below ground, making it bug a lot ingame). If someone know a good tutorial on doing that (without Blender for goodness sake)...can be a video, another topic here on in other site, I just need a good guideline. Thanks :smile: Edit: Now I'm capable to work them out, but If I don't convert the mesh to an editable poly, the body weirdly shove itself under the grid...
  9. Thank you for answering :) It's sad that it can't seem to be able to visualize the slot 33-BODY on NPC's, or is it? I'm already using this method you said but there's a annoying bug that makes the equipped clothing unequipped but visible, like, the body doesn't update to the unequipall command and show the actor clothed, so I have to open the trade menu, equip a random armor for it to update. Anyways, modifying the BODY slot to be fisible on human NPC's would solve it better...
  10. Hello, I'm working on a clothing extender for companions but opening the console and typing (unequipall) is just troublesome when you do it hundreds of times testing how your outfits work (specially when is bloody Deacon). I wonder if there's a way (modifying the vanilla HumanRace register maybe?) to make equipped underarmors visible on the trading menu. Thanks for answering!! :)
  11. I have a fairly high end PC (evga nvidia gtx 1070, quad core processor and 16gb of RAM) but, even having all of that the FO4GECK is unbearably slow and crashy. You see, I'm making a mods that needs some custom NPCs, like 12 or so and the bloody thing is taking a minute or two to update the facial change I made, the outfit file and the script too! Maybe that's because I'm using the GECK trough Mod Organizer, maybe not, but I'm almost pulling my hair off on these bloody menus ;-; Is there a way to make the thing go faster or am I doing something wrong? Thanks for replying :)
  12. It finally worked out, many thanks for the support :) ...Just had to add to a faction merchant and now she's doing everything.
  13. Many thanks m8 ^^ Well, I tried using outfit studio to convert the yao guai bone necklace to a supermutant, but when I visualize the mesh on CK, it shows that it's corrupted (big red exclamation mark) It seems that or I'm a twat that don't know how to use OS properly or it doesn't support creature skeletons and/or meshes.
  14. Thank you for the tip :) Will I have FemaleOld voice that Doc Anderson uses or can I add a workshop doctor "settler" voice? Anyways, I think it'll do, it's the only thing that is preventing me for releasing an alpha.
  15. Hello, quick question: Can I create outfits and clothing for supermutants\ferals on outfit studio? Or do I have to use Blender, 3ds max for that. And, if someone have some experience on that, how do you do it? Thanks :)
  16. Is it forbidden to bump?... Oh well, I'm getting delayed on my mod creation dangit ;-;
  17. Thanks for replying firstly :smile: I'm creating a mod that adds a worldspace with a medic I created on it. I just need a doctor, like doctor Sum on DC that sells chems and cure rads/diseases. I heard that's not a good idea to tamper with the vanilla scripts and I'm kinda new on scripting business since I just edit models and add worldspaces... But now it's kinda essential this doctor there. I'm not planning on adding more dialogue than the basic chems/doctor merchant, at least not now or near. I know I need some practice. The NPC just bumbles around now ;-; It's somehow like the mod you quoted, the problem is that it uses the travelling doctor, Doc Anderson... maybe I could try to use that on my NPC? I'm slightly lost
  18. I'm following some tutorial on YT ( ) on how to make a simple doctor script but I have no idea what happens. I follow trough everything, but when it comes to visualizing the scenes tab, everything is blank! I'm almost modifying the already made script but every modder I know on the internet says that it's really risky.At first I tought it was my MO2 but even when I moved all .esp's necessary for my mod, the bloody tab is still blank! Sorry for my english, I'm trying this too much...(and I didn't even want to bother with scripting, but is essential that Doctor) Important Images PS: I did take more screenshots of the process but heck this forum does not accept them
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