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VectorPlexus

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Everything posted by VectorPlexus

  1. I would say you did some operation that changed the vertex order in one of the files (_0 and _1). Both need to have the same vertex order, and no, there isnt anyway to correct the vertex order, you must start from scratch the skeleton bone thingy in either _0 or _1.
  2. If the problem is in BSLightningShaderProperty, why did you posted an image showing the BSShaderTextureSet Block Details? You can't expect ppl to have magic crystal balls and guess whats in the BSLightningShaderProperty! =) Anyway, not knowing what your workflow is or what kind of error msg that is, I would suggest you to delete BSLightningShaderProperty, open a working weapon nif with similar shading, copy the BSLightningShaderProperty from one nif to the other, and then reset the NiNode Properties to parent the pasted one on your nif.
  3. I just replied to someone having a similar issue, might be what I described: http://forums.nexusmods.com/index.php?/topic/895634-exporting-from-blender-changes-vertex-number/
  4. Well, I don't recall whats the workflow from that tutorial (I mean it's very good, specially for newbies, I've used it when I started doing my own mods). but to be able to flawlessly do _0 and _1, I only use Morph Targets (AKA Shape Keys in Blender). That way, I'm sure that problem won't happen. I think I had a similar issue like the one you are having, and it was being caused because the material count on _0 and on _1 were different, and when exporting it creates more vertices (not sure why, but it does). Thats one more reason to use Shape Keys. If you have just 1 mesh with morph targets, that won't ever happen.
  5. yes! read the UFO Description on how to unisntall! -_-
  6. Put one of these Keywords on your armor (depending which one will fit best) ArmorCuirass or ClothingBody
  7. I think you should first take your time in reading some tutorials, specially in 3D, simply because what you are asking for is not "simple". But I'll explain it briefly the best way I can... In what regards to 3D, there are 2 things to take account for, when doing a body shape: The mesh itself, which is the 3D geometry, made by vertex and polygons, and then the rigging (AKA skeleton) The mod you're talking about, the RaceMenu, scales some of the skeleton nodes, which the modder saw fit to. why didn't he added more nodes to be scaled? My guess is because the Skyrim engine, only allows you to scale in single axis (meaning, you can't just scale the width, the length or the depth of the node, the 3 axis must be scaled together). Because of this, scaling some nodes will just get weird. There are 2 workarounds to this, neither of them really practical though: You could rig a new skeleton (in Skyrim means doing a new skeleton.nif and skeleton.hqx) with new nodes with specific weight maps, to allow to simulate to some extend, a broader torso, or whatever. However rigging a new skeleton to be used in Skyrim is not a particular easy task (so far, to the best of my knowledge, you need 3DS and some Havok plugin). This would be the best option though, speaking of how 3D works. But, rigging a new skeleton, would mean that you also needed to re-rig all the armors/clothes to that particular skeleton to work properly, and that means adding new weight maps aswell. The second option is to use the existing skeleton to do what is possible AND also edit the 3D geometry. But in editing the 3D geometry, unlike editing the skeleton, won't "propagate" the "scaling" to any existing armors/clothes you may use, so it means that you must also edit all the armors. And if by any chance, in the proccess you change the mesh you're working on, it means you must do it twice, because every body/armor/cloth in skyrim is actually composed of 2 meshes: the default and a morph target. A morph target must have exactly the same vertex AND vertex order, else it will cause CTDs or not showing properly. I'm not trying to be pessimist or encourage you to give up in your endeavor, but if you don't know yet how to scale the proper skeleton nodes (which is a fairly simple task), then you still have quite a bit to learn, but if you don't try and learn, even through trial and error, you'll never learn either, so my best advice for you is... go read tutorials and check mods that may have certain features to try to understand how all this works. 3D mechanics is a fairly complex subject, so if you're into learning about it, don't give up! =) Cheers! PS - In Nifskope you can only do so much, and translating nodes is not really possible (just scaling) because of the skeleton.hqx, which overrides bone position (at least from what I've read and tried)
  8. Dear sir, To put some perspective on what you said... KarlMarx2: I own a boat, but I can't use it on puddles, since they're too shallow... stars2heaven: If you're trying to use a boat on a puddle, then it's because you stole the boat! derp... What's with the Internet, that makes everyone give opinions about something they don't know about? anyway... Karl (great name btw...), you can only load SKSE from a Wineskin wrapper, the Cider one doesn't work. Although I prefer to use Boot Camp, I just tested it with the Wineskin wrapper and it loaded fine. I do get why a mac user wouldnt want to bootcamp though... personally I haven't used windows in 10 years, and its all pretty alien to me now (oh XP... where art though)... besides, having a partition just for playing some games its not pratical... all my settings are on my mac... (e-mails, address book, bookmarks, work programs, etc etc etc... and not to mention the keyboard, I'm always pressing the start key instead of ctrl while in windows -_-). Everytime I go to windows, I can't access those, meaning if I need, I have to reboot. Do remember though, that running anything in wineskin, probably eats up about 500mb ram from your system. If you have plenty, then its no biggy. Cheers! PS-Wine isn't really an emulator... it's a TRANSLATOR! an Emulator would parse CPU instructions between different architectures, and since mac went Intel ages ago, thats why its so easy, because it isn't parsing hardware instructions, just the software layer, without any major CPU/RAM effort. Most Mac games nowadays use indeed Cider or Wine wrappers. EA games for mac, are all but cider wrappers nowadays.
  9. If you're still having the same issue, besides having the "Export Skin Partition" option selected, also enable "Export Dismembered Body Parts" during export
  10. Yeah, I started yesterday on that, I was getting annoyed at how all the guys would have the same mesh between their legs... -_- I'm open to suggestions and ideas or even collabs, since I'm not really a programmer, I'm a graphic artist, so scripting doesn't come so easy for me. So far I've made it using a simple spell to allow NPC customization and variety, you target the NPC you want to change... and quoting J3X: BAM -Boner! (or size change or cut/uncut). Each NPC/PC can have their own mesh. Problem is there is no animation of any kind (at least for now). I'm also thinking in implementing a duration for the erect state (or maybe relate it with the stamina bar?? sounds logical... the more stamina... the more you keep it up...), and maybe a "Morning Wood" buff/ability (that would be awkward though, seeing all NPCs strolling around the city with their woods on, but maybe I can randomize it). A certain blueish potion also comes to mind to enhance in some way the effect xP (perhaps an increase in stamina will suffice though). Besides all that, i still have to re-do/adapt some meshes for more variety and a loincloth/slips for defaulting the naked state. (I'm also planning in enabling this to the revealing armors that already exist) Your idea is nice J3X, but I really don't know how to implement it (probably will require a always active quest of some sort to enable that sort of automatic interaction with the NPCs, but I just started on modding, and haven't payed that much attention to quests...) Cheers!
  11. Well, you can search tutorials for creating custom armors. The major problem in doing such a different body mesh is, either you must re-do ALL THE ARMORS or your character (or NPC) whenever equips a "normal" armor, will revert to the default body (or u can just go around naked everytime if you want to avoid that, ofc...). To do that, would take a serious amount of time and dedication. Bodies and armors are in fact the same thing, the naked body is nothing more than an invisible armor, so you can check this tutorial here: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 GL!
  12. For body meshes/textures you have several addons that allow for "UNIQUE"ness, just search (here's one of them: http://skyrim.nexusmods.com/mods/13712 ). If you want custom clothing just for your PC, the most easy way is probably having a custom race like Rustle mentioned (although there are other ways). As for animations, you would probably need FNIS and a custom mod/scripts to make it work that way. but overall, I think that the chances of having someday an Omnimod that will work with all the mods ever created, are the same as in the Infinite Monkey Theorem Cheers!
  13. AFAIK, no, but this is what I do: In creation kit, start a new mod go over to the NPC race form, go to the Presets Tab, and add the NPC you want to that list, save the mod, load it, then its just a matter of choosing the preset you just defined in the Character Creation/Race Menu. Cheers
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