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Hallgarth

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Everything posted by Hallgarth

  1. I export as a Fallout nif then convert to Skyrim with nifskope. It's the way that works with the least issues I've found. (under Niheader in nifskope fallout 3 is user version - 11 and user version 2 - 34 where as Skyrim is user version - 12 user version 2 - 83) I've converted meshes between fallout and Skyrim these so I can work on them in blender as there isn't a plugin I'm aware of that opens Skyrim nifs.
  2. If the head partitions in the dismemberment skin info in the nif don't match the ones in the CK, it can cause a mesh not to show. The only partition used because it's a full-faced helmet should just be the head, but hoods do use 141 longhair. I guess you look at the partitions in the dismemberment skin info in nifskope and see if they match. If they do, then it's probably another problem.
  3. Could be that the NPC has an expression whereas the creator character has a blank face. Also, could be distance and FOV. This next bit is all speculation, but it could be the export is different. For example, say the slider in-game goes up increments of 0.25 between 0-10, and the export does it in whole numbers, then the discrepancy might be enough for you to notice.
  4. Looks like a parallax effect, but with the wrong texture for the parallax maybe? That's just what it looks like from those two screens, could be wrong.
  5. Okay maybe I need some clarification on some things. Are you using assets from another mod in your mod; as in are you importing the meshes into the CK in your mod, or are you using the other mod with the armours and weapons as a master? The fact that you don't know what ArmorAddon is suggests that you didn't import the armour into your mod, but are using another mod with the armour in it as a master? Also as for ArmorAddon in the CK in the object window you have a list: +Actors +Audio +Character +Items +Magic etc under: -Items Ammo Armor ArmorAddon Book etc To add an armour in the CK that isn't in a master (Skyrim/Dawnguard/Dragonborn/3rd party esp/esm etc) you have to first import it into "ArmorAddon".
  6. Make sure that the armours have the races you want selected. In ArmorAddon select your added armours and make sure 'Additional Races' have all the playable races highlighted. Sounds like this might be the problem.
  7. Holy moly, whatever mod this is, it looks amazing. I'm guessing it's Valenwood or something.
  8. I suppose the question is, were the textures modified? Doesn't default UNP textures include nudity in them? Doesn't the Non-Nudity one include the same nude textures underneath the underwear? Also, why use UNP at all? It is a mod developed purely to be aesthetically pleasing and to accentuate the female form. Why does anyone need that on a child?
  9. Yeah, I'll agree, it is creepy and disconcerting that it would have a UNP body when it's labelled as a child.
  10. I've never imported a 3ds into nifskope, so I wouldn't know.
  11. Heh, there's also a large Nordic ruin wall where the collision is at a right angle to the mesh. Fun times.
  12. Are you applying materials to the meshes in Blender? If there aren't any materials with assigned textures with UV texture coordinates (Not Orco or anything else) then it won't work.
  13. Last I heard, you couldn't directly export a Skyrim .nif from Blender, you had to export it as a Fallout 3 .nif, then convert it. There could be new plugins, I haven't checked recently.
  14. Not sure what anyone can do without looking at the file. It could be anything causing it. It probably won't result in fixing your problem, but can you post an image of the texture links in BSshadertextureset and the block details of BSlightingshaderproperty. These are the most likely culprits. (I hope they are)
  15. http://www.nexusmods.com/skyrim/mods/6402/? Make sure you read the description and get the Conformulator from where it points. It says hair, but can work for other things such as head morphs because I've used it for that. Is quite complicated and can take some figuring out, but once you have and have managed to put out a .tri of your skeleton head, then you can manually make morphs if needed.
  16. Okay, wow. This is a pretty big map and it's really dense. Not really seen anything yet* that's wrong that can take a picture of except one of the tall skyscrapers in downtown only faces one way and has a big gap on the rear. Also there seems to be a few invisible walls here and there. Water is also invisible for me. I'll have to look at it more when I have time. (I'm not going to comment on the lack of navmeshes I figure that will be done later) Just a few things of note. SInce LA is an NCR stronghold, I think it would be interesting to have an area that was cleaned up, rebuilt and maybe walled off. Sort of how the strip is separate. This area will be the NCR area. Also the existence of the Powder Gangers indicate to us that the NCR has a working railway system as they were brought in to extend it into the Mojave desert. I imagine by 2280's that the Hub, LA and SF have all been connected by rail. One more thing. Grabbed Speedy Resource esm 1.3 and I still have missing mesh warnings here and there. Is there anything else that's needed? Anyway, great job. Looking forward to seeing where it goes.
  17. I believe the collisions on actors are in the actual skeleton. You'd probably have to give them a custom skeleton with it removed. Okay, didn't read through it fully. 'CharacterBumper' in nifskope is the collision or at least it hold collision data. Don't know what will happen if you delete it. The character might sink through the floor for all I know.
  18. I'm guessing the hat's weighted? Could be verts weighted to the wrong bones.
  19. Just a question. Do these heads fit on the vanilla body? I only ask because there's a lot of mods out there that add new armours and they would be incompatible with this mod if the heads don't fit on the body.
  20. try changing the nialphaproperty flags to 4844 with a threshhold of 127. My guess is it's at 4845 or 4333. (most common)
  21. The ultimate would be to have a script/skeleton/tri modifier that changes the actor based on an age modifier. That way you could literally age a character from child to adult to old age. But that would be neigh on impossible and take twenty years to make. Anyway, these look amazing. The question is, how will they look when rendered in the Skyrim engine?
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