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Everything posted by Alonguy
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Is there a way to make specific bodypart models non-replacable?
Alonguy replied to Alonguy's topic in Skyrim's Skyrim LE
Ah, I see. Well, can you tell Chris that I said he's a damn good modeler? And I actually already set it up to where she looks female as a male, but that's not good because it means any article of clothing will make her look male when she wears it. So I guess it's better to just leave the male side blank. I'm still kinda new at Skyrim/Bethesda's games in general, but I've had experience with a few other game engines and even coded my own once. (Well, more like 8 different incarnations over the process of 3 years) -
Is there a way to make specific bodypart models non-replacable?
Alonguy replied to Alonguy's topic in Skyrim's Skyrim LE
Ah, that's genius! So the 2nd armor addon in the armor overrides the first one, but only for my race. That's awesome. ^_^ I don't mind modded boots or gauntlets so much - there aren't as many of them out there as there are modded body/any other slot pieces, which is the part I really care about. Now, I just gotta do this to ALL the vanilla boots, and I should be good, right? Thank you FavoredSoul... wait, aren't you the person that made that popular male body mod? Great work on that, by the way. Your modeling talents far surpass mine. XD I'm so glad everyone helped me with this. Now I just gotta work on her once-a-day race power... I'm thinking she grows wings temporarily that let her move faster/jump higher/have a super magicka regen or something... Oh, and for anyone that's curious about my mod - http://i.imgur.com/Yxvw17n.jpg Eeyup. Also, she's wearing Blades Boots and you can't even tell. ^_^ Now I just need to find a way to make her exclusively female... can that be done via a "force gender to female" script? -
Is there a way to make specific bodypart models non-replacable?
Alonguy replied to Alonguy's topic in Skyrim's Skyrim LE
You know, that just might work. Just one problem - on the player equipment screen, won't it look like their armor was unequipped? Or it would update the played model on the equipment screen, then the ingame model would suddenly look like it lost what they equipped or something. I can see that becoming an issue. Why couldn't Bethesda make it so you could only copy part of the armor data of a vanilla race? -
Is there a way to make specific bodypart models non-replacable?
Alonguy replied to Alonguy's topic in Skyrim's Skyrim LE
Of course, I could set the armor race to blank and manually flag each body armor and leave out the other parts (They'll still be equipable, just not visible) But then I get a problem with new armors that were added via mods or whatever - my new race can't wear those because it's not copying all of the data from an existing race.... hmmm.... -
Is there a way to make specific bodypart models non-replacable?
Alonguy replied to Alonguy's topic in Skyrim's Skyrim LE
Interesting... maybe I'll just take a look at the ESP and see exactly what they changed. See, I'm looking for a way to do this so that I don't have to overwrite any vanilla armor addon data and so it can be compatible with other armors... I know you can make it so NO clothes change ANY part of your model, but that was more of an issue with the "Armor Race" thing.... I wonder if there's a way to modify that. Maybe Body Part Data? I'm not sure how those work, but I'll see what I come up with. Thanks. -
So, I'm working on a custom race... I want it to use all the armors the player can use, but I don't want it to override the foot model since my race has hooves, and it would look odd to suddenly have human-shaped boots replace them. Is there any way to make it so the played can equip armors on the foot slot, but not have the model of the boots visually replace the hoof models, but still keep it so the body model can be replaced?
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OK, so I'm working on a custom race to turn the player into Twilight Sparkle. I originally had all the voice files I needed working on the Player Exclusive Voice Path mod, but now that I'm trying to migrate the voice to a new directory in my own race mod, things don't seem to be working. The mod's file is "TwilightSparkleRace.esp", and the files are under "data/sound/voice/TwilightSparkleRace.esp/TwilightSparkleVoice/" The voice files are all generic dialogue names, the kind that the player uses. I didn't change the names of the individual voice files. I've also tried dropping it under the "voices/skyrim.esm/" folder, still mute. I'm sure I named the voice type "TwilightSparkleVoice", I even copy and pasted the name of the voice type to the directory name. And I made ABSOLUTE SURE I assigned my voice type to my custom race. I just can't figure out for the life of me why it doesn't want to work. Here's my voice in action on PCEV - http://www.youtube.com/watch?v=_ZeY553CwOU&feature=youtu.be I just can't seem to get it on its own voice type. Any help, any extra steps I need for replacing the default player voice, ANYTHING... is very much appreciated.
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Bumping this up. Plus, I have another question... What if I wanted my race's hand models, under no circumstances, to be graphically replaced with another hand model? I'd still want the effects of whatever guantlets the player equips there, but not actually having the model be replaced. The reason being is because my race has hooves in place of hands, and it would be weird to suddenly grow fingers when you equip gloves. XD EDIT: Oh, and is there a way to make a race excusively female? Like, actually female and not just copying all the data over from one side of the race editor to the other?
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So, I created a new player race. I managed to give them a new head mesh, new skins, made the new skin non-recolorable... then I decided to give them a tail. I figured I wanted it to be animated like Khajiit/Argonain tails, so I figured I'd just use the skeleton from those models, import to Blender 2.49 using the method where you convert the models to/from Fallout 3 format... which I've done many times before, and it worked once I found out exactly what I'm supposed to do. I've made quite a few armors and body parts this way. Now, I try reskinning the tail with my new tail, all parts of the mesh are assigned to bones that the original tail mesh was assigned to, all parts move correctly, they're all under BP_TORSO like they should be. I export, then open NifSkope, do the whole Fallout 3 > Skyrim conversion... (changing version numbers, adding Skyrim materials, and assigning my mesh to the "Tail" dismemberment slot on 40, just like the original tail) It seems to be good, model loads in creation kit... however, when I try to attach it to my race or replace khajiit tails with it, creation kit or Skyrim itself crashes. So then I tried replacing the mesh in the actual khajiit tail nif with my mesh and saving as a new file. That didn't work either. No matter what I do, I can't seem to figure it out. Is there a guide for this anywhere? Any help would be greatly appreciated. For now, the race in question's tail is simply a static tail assigned directly to the pelvis bone since I can't get tail movement working. The "custom race" in question - http://i.imgur.com/djhhjZe.jpg
