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VectorPlexus

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Everything posted by VectorPlexus

  1. not possible unless you create a new race with only women xP (you can try to leave the AA male part empty, but that doesnt prevent the actor from using it, probably will just get his body part invisible or CTD)
  2. ESMs are in fact read only... when you press save what happens? does it allow you to save a new ESP? or not?
  3. skse is updated (1.6.11) or else you would get a warning while launching the game saying so. as for being a giant, thats probably some issue caused by a mod that uses SKSE functions, not SKSE itself.
  4. been using that for quite a few months now, and never noticed any problem, so you are quite right, some information will be lost, buts its like saving for an older version in any program, 3DS Max, Photoshop, whatever. So since what I think its lost is mostly features not available to 2.49, and since the nif exporter is only able to work with features present in 2.49, I think its safe to assume, there's no problem with that =) The only reason I havent upgraded blender yet, its because I heard there where some issues with weight paint or something in 2.64 or 2.65. Probably will try 2.66 when I finish my current project =) Anyway, its very cool, that you took your time to get ppl to now this workflow, since 2.49 UI is very alien and I'm sure lots of ppl will appreciate this. Cheers!
  5. Well.. although I'm still stuck in 2.63 (havent bothered updating further), I just save the blend as legacy, no need to export to any other formats that may loose your precious weight paint xP You should try that.
  6. silly question... do you have SKSE installed?
  7. not possible, you have to turn the ESP into an ESM http://www.creationkit.com/Creating_Custom_Master_Files
  8. Sliders are hardcoded, the best you can do in some sliders, is add more options to them. But you might wanna check RaceMenu mod, which allows you to go around the normal race menu and includes more features.
  9. set the ESP you want to work on, as active
  10. copy the source script to some notepad or something, with the CK closed, delete the "old" script source and compiled versions. Open the CK, and recreate the script.
  11. You can place a trigger in the room, that tells the NPC to change outfit: http://www.creationkit.com/Complete_Example_Scripts#A_Trigger_That_Detects_When_The_Player_Enters http://www.creationkit.com/SetOutfit_-_Actor
  12. follow the tutorial that was linked, its annoyingly very specific, although its perfect for someone who has never done anything like that.
  13. Wont be able to fix that through CK, you'll need to edit SkeletonBeast.nif and relocate the bones and maybe also edit the mesh. Don't mess with the relative position of the tail child bones though, or you'll have animation problems. But moving the Tail01 should be fine. Also, some edit on the mesh may also be required.
  14. I'm doing a animated mesh, and I've got the animation parts to work... but... now I have a very peculiar problem: In some positions, there's an awful shadow going all over the mesh (well, most part of it), and it only happens outside... inside its ok. The mesh it self, when not animated, displays properly. I've tried to squash the weight paints in both 3DS and Blender to 4 bones per vertex and cleared all the vertex that had a weight value smaller than 0.1 this issue appears to be the same reported here by Prometheus: http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=3362 I've done everything and still having the same problem. And no, its not the normal map, because I already tested with, without and with a a clear normal map. Thanks in advance
  15. It should, I'm working on a mod, that uses an extra slot. The AA is just set to 52, and the naked as 32, blah blah blah and 52 aswell, to the best of my knowledge, its the only way to do what you want, with the design structure that you are using and thats why I told you you might have clipping issues, because it displays both armors at the same time, and ofc, you'll have twice the mesh, because it actually works as a second skin. Thats why I also suggested to try to use that function, since you only want to replace a TextureSet. But like I said, I never tried it, so, I cant tell you if it will work only for a single specific actor. Probably not, because it edits the AA form itself. I also send an e-meil to the SKSE team, to see if they could create a function that would allow for Skin change in runtime, for both actor and race form, something like setskin() and getskin(). That way, you could change the Armor Skin whenever you wanted, allowing for better manipulation of the SkinNaked.
  16. just put replacer files in your data folder... e.g. : to replace a file in /textures/actors/whatever/whatever.dds, should work if you put a filename with the same name at the same location
  17. box? a message box? a 3D box? what kind of box? :psyduck: providing a little bit more detail will help others understand better what you want, and thus help you in a better way. Anyway, I suspect you mean a message box: http://www.creationkit.com/MessageBox_-_Debug http://www.creationkit.com/Message http://www.creationkit.com/Message_Script For being able to pop it, you need to have at least a quest first. is that the case?
  18. Maybe you should also take a better look at how you responded to KnightRanger aswell, because quite frankly I think it was rude the way you wrote. But putting that aside, Its just your game then, maybe you have some problems in your game files, maybe there is some other mod making that happen... I have no idea... all I know is that I can do it on my installation. Specially facegen/tints shenanigan, can be changed at any time, with or without a fresh install. Other things though, can't, because when the game loads a NPC for the first time, gets the information from the Actor Form, which is not changeable. In general, everything that is an exterior asset (files like textures, tints, skeletons) can be changed at any time. And besides those there are many other things that can be changed aswell. Some of them might require you to enable and disable the NPC through the console, though And I have no problem with loading Apachii Hair aswell, although on the head preview it floats way up the head, its still perfectly usable, and you can make mods that have apachiihair ESM as a master file. I have a mods that change weight/tint/hair that are working perfectly fine. So, my advise is, maybe check for integrity in your game files/re-install or maybe disable mods.
  19. I don't know if it works, because I never tried, and I don't know if the AA and Armors or even TextureSets are instanced or not (meaning that changing one will not affect the base form), but there's a function in SKSE that allows the TextureSet change: Function SetModelNthTextureSet(TextureSet texture, int n, bool first, bool female) native But for your solution, use only 48 on the "skin" AA and armor, don't use 32, etc... that way, will show both "skin" and normal armors (ofc clipping issues might happen though)
  20. Have no idea! you also might want to check http://www.creationkit.com/HasNode_-_ObjectReference
  21. No, its not broken, it was changed around 1.6, they require now a SEQ file to be initialized properly. There's even a pinned post about this in the Mod Talk Forum: http://forums.nexusmods.com/index.php?/topic/810472-workaround-skyrim-dialogue-bug-fix/ You can also create it with TESVEdit and is MUCH faster then the CK
  22. Import both, and before deleting anything, join them as Morph Targets/Shape Keys (don't know how to do it in 3DS but search for 3DS morph target)
  23. Actors/BodyPartData, will find the body parts for all the races there
  24. - You either deleted the weightpainting groups - Or you didnt imported a skeleton to be parent of the mesh Although that tutorial is right, is fairly incomplete if you don't have enough experience, I would advise you to use this one instead: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 But thumbs up if you're using shape keys, thats the way to go =)
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