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Di0nysys

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Everything posted by Di0nysys

  1. 1. Did you apply a proper skin modifier, skinned to the appropriate bone? 2. Does it have BSDismember modifier on top? 3. If both 1&2 are right, then check the BSLightingShaderProperty on the Axe mesh. Check if the "Skinned" flag is ticked on.
  2. It's incomplete, but there are wiki entries for mods on this wiki: http://tes-mods.wikia.com/wiki/Player_Homes_(Skyrim) If i were in your shoes, i'd look at the most commonly used/popular homes and sidestep those. Gotta be a hard task to track every single house mod out there.
  3. Snapping works perfectly when you turn it on thou. It allows you to align vanilla assets in a grid, you don't need to copy x,y,z values to align pieces. Always make sure you reference snap object is aligned at 0,0,0 degree angle (ie default angle), and that it is placed on 0,0,0 coordinates. Then from there, you keep adding in pieces that snap to that reference piece.
  4. TESVLODGEN has a new build that essentially can now generate both land and object lod, with a great deal of options built in. It's far superior to CK in terms of usability and stability as the build time is far shorter, and way more reliable in my experience. Of course, the older TES5LODGEN is still great to use for object lod alone, coupled with Oscape for Terrain LOD, and that is in itself also great for Terrain LOD if you don't have access to the new Xlodgen. My experience with CK lod generation has been poor altogether. There's so many hoops to jump through, it almost always failed for me, and it's generally not worth, and often times, the actual results u get in xlodgen are far superior. Map markers bear no relation to lod. Those are handplaced objects you put in the scene to designate a "location".
  5. The editor in SSE has given me some weird issues before with bounding boxes being several sizes too big, and some strange quirks here and there. You could do what i do and just use LE to develop, then port your plugin to SSE when it's finalized. I find CK32 to be way smoother and reliable.
  6. There's a few things u can try in Nifskope; right click the mesh and try "Face Normals'', or "remove duplicate vertices", and if all else fails, smooth normals at 45 degree angle. If all of these fail, u need to go back to blender and weld all overlapping vertices in there as well as reapply your smoothing groups before export.
  7. Of course you can add new behavior files. FNIS depending mods do it all the time. Everyone of them has at least one completely new behavior. You just take an existing one because it is much easier to use what is there than creating one from scratch. Creating an attack system, or a movement combination is much more complicated that what FNIS does, adding a lot of different simple idles. So you copy an existing behavior just to save work. Once you have it, it is very simple to replace the animation file names to the new ones, and even not so hard to add an additional third attack. But don't forget, this is just the behavior part. Then there are these animation*datasinglefile.txt files. They are really hard to understand becasue of the encryption. And they have to be patched among ALL custom animation mods or Enderals/Skybivions projects. Characters and creaturea alike. Okay. So i've actually managed to hack together a new behavior in Zartar's tool. It actually generates all the animation*datasinglefile.txt required, along with the behavior file. So besides giantproject, giantbehavior, a new set of animations+custom animation, and replacing the main animation*datasinglefile.txt, is there anything required to add a new behavior?
  8. It can be a number of things: 1- Either the arm mesh area is not properly skinned to a corresponding bone. Check that stuff out in the envelops rollup, tick "vertices" on, and select that general area to check the skinning. 2- You have way too many bones per single BSDismemberModifier. The solution to this is to make several BSDismemberPartitions within the same mesh to spread out the bone distribution. It's fine to have multiple partitions assigned to the same body part (ie Skyrim, Main Body). The game especially hates this. I found this out the hard way after 3 weeks trying everything. 3- One last thing is to watch out for the BSLightingShader, make sure the "skinned" modifier is turned on.
  9. It's worth it to point out that Zartar's behavior tool has advanced quite well. Give it a download from his Github.
  10. I know UltimateCombat added in new animations for existing creatures, then patched in with your patcher for compat, which ostensibly required a form of behavior tree editing. Any idea how they may have done that Fore? The same way "we" have done it. Create some new behavior files, and modify some vanilla ones. From what I have heard is that they used behavior files from existing creatures, and modified them to their liking. Just like the Centaur Race people. The biggest roadblocks however are not the behavior files themselves. These are the animation*datasinglefile.txt files, which include crc encrypted information for all animation files, both character and creatures. But those are modified by FNIS as well, and documented in the FNIS Modders' doc since 2014. :smile: And of course there will always be the need for some sort of patchers, since 2 different mods can never modify the same files. Skyblivion doesn't have this problem (yet), since there are only trailers, showing only their own mod (I guess). It will be interesting to see, if they will allow to mod Skyblivion. And how. Interesting. I would assume they were edited in Havok Content Tools 2010? I've tried multiple times to load the actor project files, but it always crashes the HBT app. Is there something i'm missing?
  11. I know UltimateCombat added in new animations for existing creatures, then patched in with your patcher for compat, which ostensibly required a form of behavior tree editing. Any idea how they may have done that Fore?
  12. In collision material, change the option from "Single: " to "name of NitriShape". Also make sure when you're saving the mesh that Nifskope doesn't rename ur nodes when saving. Auto sanitize usually does that.
  13. It's got to do with the way these meshes were skinned. CK doesn't like it when there are too many bones assigned to a single BSDismemberModifier. From the first warning, it also appears the mesh doesn't have a BSDismemberModifier on one it's NiTriShapes as well. It's good practice in skinning creatures to delete any unused bones in a given mesh, it may cause intermittent crashes, as well as try when possible to add a BSDismemberModifier to the stack before export. Easy fix in 3dsmax. Wouldn't worry about it thou unless u start crashing randomly after using these meshes.
  14. They're a pretty old school company, privately held, and have a high rate of employee retention. Lots of old school devs over there. That mentality reflects in the types of games they publish; Elder Scrolls and Fallout which are open world Immersive Sim style games, a Doom reboot, Quake, a spiritual successor to Resident Evil, and Immersive Sims coming out of Arkane. Due to the special nature of their structure, modding persists. Modding's been a thing for them for over 20 years now, and its worked quite well in creating a long tail for their games. They also stayed on the same engine largely, so this all contributes towards them sticking with modding. I'd get alarmed if they got acquired by another company, or had a significant change of the guard in admin. But i get the impression the people over there get the value modding brings to their games.
  15. Steamcharts puts them both at equal audience size, with slight growth towards SSE naturally due to the original not being sold anymore. Plenty of people still playing the original version. On the plus side, you could always port to SE, but the reverse isn't the case.
  16. You could force them into a ragdoll state then use AddHavokBallAndSocketConstraint to suspend them in air.
  17. Delete the BSShaderSet under the nodes that you want to share a single ShaderSet, but leave one BsShaderTextureSet. This is what we're gonna use as the shared node. Then go into each BSLightingShaderProperty, look under "Texture Set" in it's properties. Assign the node number of the main BsShaderTextureSet we left above to each BSLightingShaderProperty node. Obviously this method won't let u have unique materials on the separate nodes. Once you're done, go to Spells > Sanitize > Reorder Blocks to make sure it doesn't cause any funky crashes.
  18. Yep, updating game files can mess with your saved game and mod build depending on what they touch every time. Best practice imo when playing/modding Bethesda games is just have a separate steam install completely offline.
  19. Don't use recast for exteriors. Recast is good for interiors only (struggles with stairs and doorways but generally decent). You want Havok-based for exterior spaces. Tick the "landscape only generation" box and hit generate.
  20. Afaik, all of Epic's released assets are only allowed to be used in UE. So no Unity, Godot, Creation Kit, etc. You can however use whatever assets you purchase on the store (from 3rd party) provided the license doesn't have any special stipulations. This is from their post. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1445832-12-million-worth-of-paragon-assets-released
  21. The CK can't load ESP's past 100-150 mbytes in size. The way forward is turn your Landmass ESP into an ESM, then develop inside slave ESP's parented to your master, then push your edits via Version Control or an xEdit Merge script. It's how i've been developing my mod for 4 years now. Edit: I dunno exactly what u mean by "i want someone to build Atmora for me". If your not putting in the work to create the world, what are you doing exactly then?
  22. https://filebin.net/s2odn83hqqvujm97 Try it now. You had a BSX node on a skinned creature, which might be the cause of ur crashes. You might also want to readjust the texture paths from d:\Steam\etc to Skyrim's root > textures\yourtexturepath\yourtexture.dds so it doesn't show up without textures for people who have different steam installs.
  23. I thought it was common knowledge that you can call PlayBink from inside of papyrus. The only caveat is that the cutscenes are unskippable. But it's certainly doable, i've implemented a few cutscenes into my own project.
  24. Glad you decided to post them, a few things come to mind; When you're doing grass, instead of spreading one type of grass landscape across the entire landscape, instead try to sort out a base texture, then variation textures to break up the pattern. Sprinkle grass land textures in between so the growth pattern is more organic. Vary the types of grass you're using as well. Another thing is that when u think of hills, typically if the elevation is vast, use landscape rock assets that fit the land texture you're using to cover up the cliff faces. If the elevation is small to medium, use cliff assets. And always as a rule, match up the asset your using to the ground texture. When u make elevations in the land, go up in brush size to 9, make a few bumps and down, then make the brush smaller (3-5), and use the smooth tool the even out the elevation so the lands isn't sticking out too much, and it looks organic. Finally, try to throw in more asset variety. I noticed you're only using 1 type of tree (PineForestTree01). Instead, use all 5 of them, and try to cluster these trees instead of sprinkling them all over your landscape. Combine cliff assets with trees on top of them, throw in some rocks here and there, etc. If you have and are serious at getting better, checkout this GDC talk about the importance of spacing in level design. He puts far better than i can. As for Navmesh, you can pretty much auto generate exterior navmesh using the Havok-based generation tool (tick use only landscape in the Havok Generation window). Have fun landscaping :)
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