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tinnycan

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  1. The last piece of advice I can give is trying different nif.xml files. Try using the oiginal with the zip, throttlekitty's and there was one other. For some reason I only has success with original nif.xml in nifskope-1.1.0-rc4-i686-w32
  2. In Nifskope did you edit the "name" string in 0NiNode from Scene[0] and change it to whateverhair*.nif? If it doesn't have the same name as the nif you are replacing that is instant crash as well.
  3. I had the same problem. A sort of hack workaround for this is to open up the tri file in notepad, keep the first reference numbers and letters (something like FRTRI003, will be all caps) delete the rest. Re-save as *.tri not *.tri.txt obviously. This gets rid of all morph animations and you will be left with static hair, but it will load without crashing. I'm still trying to figure out how to use pytff to read/write tri files but am lost as hell! Can anyone help?
  4. Thanks for the tutorials! I have a problem now though. I exported a female head from max to zbrush in obj format (optimize off, nothing messing with verts checked on) Edited it, added a morpher below skin and it worked perfectly, then exported it. Made the adjustments in Nifskope In game it looks fine, except when the character blinks! Once the female blinks the skin explodes a little and it looks all freaky. How do I fix this, or even just get rid of the blink animation? Since it is a morph animation and not a skeleton one I could not find it! Any help with the correct settings to import/export objects for morphing would be appreciated too!
  5. I remember someone had a similar problem...and it ended up being the game used object space normals instead of tangent space? Or was it vice versa? I'd try both and see what happens.
  6. I've created a kiss animation (kisser and kissee seperately) that you can do on any NPC via a new spell, but even with setting the "range" of the spell to 0 the player is still a good few feet away from the character. What results is both characters kissing air. I've tried to change the "range" from integer to float but that doesn't work (character walks endlessly to NPC), unless I'm missing another file to change the range in? I've also tried CommandMoveToLocation in the spell script, but the player or target walks for a good few seconds and ends up facing the wrong way anyway. Any suggestions? I've been trying to figure out how to repurpose MONSTER_OVERWHELM for this purpose with no luck so far. Also effect_grab looks promising but I need guidance!
  7. I've been able to successfully get Revenant Pull to work, and from what I hear you can do it with Vortex. You just have to replace where it references monster effects, to player effects. I suggest carefully looking at the spell_singletargets and effect(s)_ scripts
  8. Just wondering if it was possible to create non-cutscene animations with added "spells"? I'd like to be able to slap morrigan on the fly, or just be able to push some random NPC on the ground, etc I guess the main thing is if you can "snap" into place so the animation looks coordinated and not random (like stage placement)...so would this be possible?
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