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Medusa30

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Posts posted by Medusa30

  1. I'm beginning to think there is a bit more to it than that. Checking the hairstyles of KS Hairdo's I realized that they have Physical collision. So I think it could be because I scaled the bones of the hairstyle I converted. I'll will do some further research.

  2. @Medusa30

     

    A few questions I have for you to start off a debugging hullabalu.

     

    * Which version of the game are you running? (Special edition, Legendary etc)

    * Is the nif you are applying SMP to created by you or being adapted from an exisiting mod?

    * Does your hair nif contain proxy objects called VirtualGround, collision head, collision body? (with those exact names, triple check for typos) (also try removing the space in the 'collision' names, shouldn't matter but *shrug*)

    1. Special Edition (I thought SMP is only available on SSE so I didn't include this info)

    2. The .nif was not created by me. It was a model created for LE which I wanted to convert to SE. For this I followed several tutos. In essence I used SSE Nif Optimizer as the first step, then I was beginning to write the .xml file based on an hairstyle from KS Hairdo's as reference for the XML structure and using this guide to understand the properties of the file.

    3. Yes, it does.

     

    What I did:

    When creating a hairstyle that is selectable in the race menu only the first mesh in the .nif file seems be drawn. So I began splitting up the .nif file into ExtraParts (with .tri files) and made sure the that VirtualGround, collision body, and collision head were also included as they were in the original .nif. However it only resulted in all meshes being properly drawn by the game. Later - half a day after my post above - I took a step back from my attempt to create/convert a hairstyle and instead created a wig out of it and then it worked perfectly. So my hypothesis is that SMP doesn't work all that well with race menu assets, but works perfect on armor, clothings, etc. Does it? I mean, there aren't many modders who make hairstyles twice as long as the characters height so I guess there isn't much available to learn from.

     

    So the problem seems to be solved for now even though with a workaround I wanted to avoid.

  3. I have an issue with hair - not a wig / piece of armor - not colliding with the ground or body. In the log I found the following clues:

    data\MESHES\MedusaZenovka\11\11.xml(3,2):VirtualGround is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(661,2):2_2b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(669,2):2_2b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(677,2):2_1c is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(684,2):2_1b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(692,2):2_1b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(700,2):2_2a2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(708,2):2_2a1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(716,2):2_2c2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(724,2):2_2c1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(732,2):2_1a is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(740,2):3_1c2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(748,2):3_1c1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(756,2):3_1b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(764,2):3_1b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(772,2):3_2b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(780,2):3_2b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(788,2):3_2c2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(796,2):3_2c1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(804,2):3_2a2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(812,2):3_2a1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(820,2):3_1a is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(830,2):collision head is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(839,2):collision body is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped
    ...
    data\MESHES\MedusaZenovka\11\11.xml(236,2):Bone dH02_11_b3pot_07 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(237,2):Bone dH02_11_b3pot_07 2 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(238,2):Bone dH02_11_b3pot_07 3 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(239,2):Bone dH02_11_b3pot_07 4 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(240,2):Bone dH02_11_b3pot_07 5 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(241,2):Bone dH02_11_b3pot_07 6 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(243,2):Bone dH02_11_b3pot_08 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(244,2):Bone dH02_11_b3pot_08 2 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(245,2):Bone dH02_11_b3pot_08 3 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(246,2):Bone dH02_11_b3pot_08 4 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(247,2):Bone dH02_11_b3pot_08 5 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(248,2):Bone dH02_11_b3pot_08 6 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(250,2):Bone dH02_11_b3pot_09 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(251,2):Bone dH02_11_b3pot_09 2 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(252,2):Bone dH02_11_b3pot_09 3 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(253,2):Bone dH02_11_b3pot_09 4 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(254,2):Bone dH02_11_b3pot_09 5 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(255,2):Bone dH02_11_b3pot_09 6 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(256,2):Bone dH02_11_b3pot_09 7 is not exist, skipped

    In the .nif files all meshes are BSTriShape's and their names are matching 100%. All bones exist by their given names. Other than that the hair moves correctly according to the settings. What could the problem be?

     

    Also I noticed something odd in the logs:

    data\MESHES\MedusaZenovka\11\11.xml(189,2):Bone dH02_11_b3p0t_01 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(198,2):Bone dH02_11_b3p0t_02 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(206,2):Bone dH02_11_b3p0t_03 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(213,2):Bone dH02_11_b3p0t_04 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(221,2):Bone dH02_11_b3p0t_05 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(228,2):Bone dH02_11_b3p0t_06 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(236,2):Bone dH02_11_b3p0t_07 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(243,2):Bone dH02_11_b3p0t_08 1 is not exist, skipped
    data\MESHES\MedusaZenovka\11\11.xml(250,2):Bone dH02_11_b3p0t_09 1 is not exist, skipped
    

    But as you can see in the xml below, the bones name have "..._b3pot_..." and not "..._b3p0t_...". I guess that is a bug on SMPs part?
    Ok, for the spelling I found my error. Was quite a dumb one. :psyduck:

     

     

     

     

    Thank you in advance for your help! :smile:

  4. Hey guys,

     

    Ive made a model with horns quite a while ago and now Im wondering if someone of you is willing to port it to skyrim model format as equipable horns for a rarely used slot. I barely managed to get weapons working, making new armor stuff is too much for me to handle.

     

    You can do whatever you like with these files, its open source. Just let me know in this thread where you used it for your skyrim mod so I can download it. :P Thanks alot.

     

    Link:

    https://www.dropbox.com/s/k8idl91o46nncsh/Horns.rar?dl=0

  5. Ever wished to play like in Thief 1, 2 and 3? I sure do! I think the way you sneak in skyrim is just ridiculous and inappropiate. I mean, even at day if my sneak skill is just high enough, you can "sneak" in front of almost everyone without being detected, in night if you are hiding in the shadows they can see you... Really? I think the way you play as a thief is broken and needs a fixing mod so playing the sneaky way becomes more like in Thief. Nearly undetectable in shadows, highly detectable in light and such things. That would fit very well in combination with the sneak tools mod, in my opinion.

  6. I took a look at the dwarven mechanical weapons mod, but the logic of those weapons just looks shitty on my one even if I copy the scripts and model strcture 1:1. Don't you guys know any way to get NiControlSequences working für weapons?

  7. I don't know much about scripting and I've only done some very basic C coding, but I may see a problem with the script logic. On line 2 of your script you have "if (AsenAsgardianBladeWeaponList.HasForm(akBaseObject)) && (IsAsgardianBladeEquipped == false)". IsAsgardianBladeEquipped would be checked if it's false on the event OnObjectEquipped. But when are you setting it to false anywhere in your code previous to this? Are you doing so when you define it?

     

    Again, I don't know a thing about scripting, so I wouldn't surprised if what I just said is complete arse.

     

    Dont worry about that:

    Bool IsAsgardianBladeEquipped = False 

    I am also setting it back to "false" on the unequip event, but thats not an issue since my spells that run through this mechanic are casted.

  8. I have a problem getting my script for weapon animations to work. The animations dont run, when the animation event is fired. Can you help me out please?

     

    Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
    	if (AsenAsgardianBladeWeaponList.HasForm(akBaseObject)) && (IsAsgardianBladeEquipped == false)
    		IsAsgardianBladeEquipped = true
    		TEMPAsenWeapon = Game.GetPlayer().GetEquippedWeapon()
    		TEMPAsenWeaponSpell = AsenAsgardianBladeSpellList.GetAt(GetFormIndex(AsenAsgardianBladeWeaponList, akBaseObject)) as Spell
    		TEMPAsenWeaponBlockingSpell = AsenAsgardianBladeBlockingSpellList.GetAt(GetFormIndex(AsenAsgardianBladeWeaponList, akBaseObject)) as Spell
    		RegisterForAnimationEvent(game.GetPlayer(), "WeaponSwing")
    	endif
    EndEvent
    
    
    Event OnAnimationEvent(ObjectReference akSource, string asEventName)
    	if ! (akSource == Game.GetPlayer())
    		return
    	endif
    
    	if (asEventName == "WeaponSwing") && (IsAsgardianBladeEquipped == true); && (IsPowerAttacking == true)
    		((TEMPAsenWeapon as Form) as ObjectReference).PlayGamebryoAnimation("UnfoldAll")
    		TEMPAsenWeaponSpell.Cast(PlayerRef)
    ;		IsPowerAttacking = false
    		Utility.Wait(0.4)
    		((TEMPAsenWeapon as Form) as ObjectReference).PlayGamebryoAnimation("FoldAll")
    	endif
    EndEvent
    

     

    The animations are stored in a .nif file, it basicly is built up like the nordic wooden door. Take a look at the attached .nif for more details about the model.

  9. Hello guys,

     

    For my Mod, called "The Asen", I wanted to make a new first person view. It should have an advanced skeleton for the Marukai which basicly works like extra limbs.

     

    Now for my problem:

    I have seen that Argonians for example have a different 1st Person model than humans. How do I determine what race has which 1st person model? I did not find those settings yet and it really confuses me. Please help.

  10. I managed to do this so far. But, how do you check in a script if the actor has such a spear stucking in the body or inventory? Cause the way I made it, it only checks if spear is stucking anywhere in the navmesh:

     

    Scriptname AsenQiLanceBeamExplosionScript extends ObjectReference  
    
    Actor PlayerRef
    int Property BeamStaminaCost Auto
    PROJECTILE Property AsenSpearToLookFor Auto
    Spell Property AsenSpearExplosionSpell Auto
    ObjectReference TargetRef
    
    Event OnInit()
    	PlayerRef = Game.GetPlayer()
    	if (PlayerRef.GetAV("Stamina") >= BeamStaminaCost)
    		PlayerRef.DamageAV("Stamina", BeamStaminaCost)
    	else
    		PlayerRef.DamageAV("Health", BeamStaminaCost * 1.5)
    		Debug.Notification("The Qi Lance is damaging your health!")
    	endif
    
    	TargetRef = Game.FindClosestReferenceOfTypeFromRef(AsenSpearToLookFor, self, 128) as ObjectReference
    	if (TargetRef != none)
    		self.SetPosition(TargetRef.GetPositionX(), TargetRef.GetPositionY(), TargetRef.GetPositionZ() + 100)
    		AsenSpearExplosionSpell.cast(self)
    	endif
    
    ;	Utility.wait(1.0)
    
    	TargetRef.disable()
    	TargetRef.delete()
    	self.disable()
    	self.delete()
    EndEvent
    

    How it works so far? The beam has an explosion which spawns a dummy object that launches this script.

     

    Another question:

    How to I set the position of my dummy jus a bit, lets say 64 units, towards the player so that the casted spell is inside the world? Giving Z + 100 units solves a few bugs - for example if you are throwing the spears into terrain the damage spell will now work quite well and it works small wooden walls as well -, but gates and other larger surfaces the spears can stuck in, the spell damage will be blocked (the art is still visible).

  11. Hello,

     

    I recently made a staff, that fires life force beams, and a throwable lance that should explode once you shoot at it with the new staff and unleashes a chain reaction of explosions. But now Im stucking.

     

    * The staff is running on stamina and if this is too low it runs on health. How do I subtract stamina / health from the player / shooter even if I dont hit an actor like it works with OnEffectStarted?

     

    * How do you check for those lances at the beams ending points?

     

    I have no idea how to manage that. The lance btw is a projectile once its stucking in someones body or the ground. Pretty much like an arrow.

  12. Now the angle thing is no problem any more, only thing that confuses me is why the heck doesnt the Whirlwind sprint spell respond to the cast funtion?

     

    WhirlwindSpell.Cast(Game.GetPlayer())
    

    Any other spell works, only the whirlwind spell does not. Does it have something to do with this "self" in the delivery?

  13. Hello,

     

    I wonder how you can make new key mapping commands such as "Sneak", "Shout", "Run" ect. that already exist. I wanted to add new kommands like "Kick" for example which the players can map to any key they want to. Currently I have assigned F1 - F4 to manage that, but thats only a temporary solution for my problem. Do you have any idea that could help me out?

  14. Hello,

     

    no matter if I load a mod at all, repair the game through steam or fix the plugins.txt, the new game wont start loading at all. But I can load a saved game which makes this issue f*#@in wierd to me. Do you guys know any possible solution?

  15. Go to:

    "...\[user]\Local Settings\AppData\Skyrim\plugins.txt"

     

    and remove one of the 2 skyrim.esm entries. After that it should work.

     

    Note:

    I translated the path, I dont know how its for an English windows, but I think it should clearify were you need to go. Let me know if it helped.

  16. I have the same issue. Except that my map never turns back to normal in any case. The only mods I have are SkyUI and my own, as well as the steam SKSE, but no matter if I use the vanilla game or the actual config, the map is still messed up. Im standing on the top of "Throat of the World", trying tofind a way to not run all the way back to Whiterun...

    BOSS and TES5Edit did not helped.

     

    *EDIT*

    I deleted the Skyrim.esm and Update.esm. After that I did let steam check the files und updating it, so it downloaded back both esm files. After that, all worked fine for me, even with mods active.

  17. *bump*

     

    Knowing how to start a new game with a completly new quest (while disabling the vanilla ones)

     

    or

     

    to alter the location of the starting quest (e.g. in a dungeon) would be helpful.

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