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Deleted6973877User

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Everything posted by Deleted6973877User

  1. Lookin' good and feelin' fine~
  2. Edit: Opening up the plugin in CK and re-saving fixed it because vOv ================== Okay so when I was going to post this like an hour and a half ago it was a different mesh. One ARMA form, out of thirty-two, which all use the same two high/low meshes, was being loaded as if there was no low-weight mesh, and so was not interpolating. In what probably turned out to just be coincidence, scrapping the BSA and going back to the original loose files fixed that issue. Okay, cool, messed-up BSA. I'll just make a new one. Yaaaaaay now the mesh is behaving! Booooooo, now another one is doing the same thing! Scrap, reload loose files...*sad trombone* Again, this is one ARMA form using the same mesh pair that, in this case, fifteen more are loading perfectly fine. In both cases this is also the base ARMA form, meaning there is no texture swapping going on, meaning I could not have fat-fingered something being that it's, well, the base of all the other forms, and if it wasn't pointing the right way, none of the others would, either. Which brings up another point...how can you fat finger something like that? It's either pointing to the right mesh, or it isn't, and there's either a low weight mesh to complement it, or there's not. Neither of these things is an issue, at least on paper - Yes, the _1 weight is loaded; yes, there is a _0 weight to complement it; yes the _0 weight is named properly with no typos. And I will say yet again, none of the texture-swapped variants have this issue. I legit don't understand how this can happen. It has to be on Skyrim's end...and holy crap you know what? There are screenshots right the heck here on Nexus that show those exact meshes fitting perfectly! So what on earth could've happened? I think the fact it's the base ARMA's, and not the variants, is a clue, but damned if I know how. :\ If anyone can think of something I'd appreciate any input. If you think it'd help I'll upload the file to mega or something, just beware it's not small.
  3. Well, I just tried it without RM again and I still get the Sloth Effect. I can't even imagine what it is. If the vanilla tri files just decide to flip us off or what. Someone said that reinstalling Skyrim didn't help, either, so I dunno. RM's comment section is basically neglected these days, so that doesn't terribly surprise me. I don't mean that in a judgmental way, I can't imagine what it's like maintaining a mod that size/popular. Anyway I guess it's sculpting for me, as you say :P
  4. Misaligned eyes*. Sorry I'm pretty sick and incoherent. I've Googled this, but every result I find either ends with no resolution, chargen mod bashing, or just weird chatter. I'm hoping maaaaaybe this one can yield better results! Basically in my game Nord and Imperial females have an issue where their left eye is bigger and offset up and to the side. Picture Sloth from The Goonies: So here was my process - mind, I use MO, so that helped a lot, and I did every test on a brand-new game, so nothing was baked in. I first noticed it on a character that was using SG Female Textures Renewal. That was a new mod, so I assumed it was because of that ECE headmesh. But then I recalled thinking not too long ago that my main Imperial character had something freaky, namely just a bigger left eye. But she uses Real Girls skin and no head mesh/morph mods. So I began cycling through all my skin mods until I reached vanilla, with no improvement. I don't use head mesh mods with the exception of Ethereal Elven Overhaul (elves don't have this issue, whether EEO is installed or not, for the record). I do use Female Facial Animation, but disabling that didn't help, either. So that only left one thing I could think of. Without changing anything else on a set-up profile, I uninstalled RaceMenu. Boom. Gone. Problem is I don't see how RaceMenu could do this. I tried reinstalling it to no avail. And this either came out of nowhere or I just never noticed until the other day. I'm at a loss. I don't know from head morphs, and I don't know how RM works or handles them (I wish I did so I wouldn't have to bother you guys). Any help or insight anyone could offer would be appreciated. Or tell me to get lost, I dunno! Edit: I lied, this seemed so stupid to me I tried running a game without RM again and the issue does still persist. I dunno why I thought it didn't. Desperation, I guess? Anyway, so it's not RM. Yay back to nowheresville :sad:
  5. So I'm stumped. I guess it's because I've been away from Blender so long and I'm overlooking something painfully obvious, so here I am. I've Googled the issue, but most of what I find either doesn't apply at all or are caused by things that are already correct in my mesh. I guess I could be repeatedly overlooking something, I'll admit that I do have a neurological condition which has been rearing its head lately causing mini blackouts, so it's entirely possible something is just not clicking right. Sorry, I'm rambling. Basically I have two meshes I'm making into ground objects for an underwear mod I'm building. The "armor" pieces are fine. They show up, they morph, they do what they's s'posed to. But these ground objects, when I load them in CK, are invisible. The shader properties look fine; at least they ought to, I copied them from the armor mesh which were themselves copied from I think a vanilla object. The NiTriShapeData looks okay. I think. This is especially frustrating since I've made a metric ton of static and havok-enabled meshes (people have even used them in their mods, for some reason!), and I've never once run into this issue. So I'm at a loss. If anyone is willing, I've uploaded one of the meshes for you to take a gander at (Google Drive). Thank you a bunch in advance!
  6. I was too slow :P I totally hadn't thought of that, it's been so long since I've had to. Think I'm gonna stick with what I've got, but I really do appreciate your help, and thank you for reminding me of that function. Definitely writing it down in my catch-all cheat sheet for future reference! Thanks again!
  7. Okay, I am so sorry, but I changed his hair to a different model and it's fine now. I hope I didn't make you go too far out of your way, Fantafaust. I should have done this before, but I guess I thought I was more attached to that style than I turned out to be. Thanks anyway though for responding :)
  8. Yeah, that's normal for some aftermarket hairs. I could not tell you why it is that way, but rest assured that is working as intended, and in practice it sits where it ought to :smile: Edit: To clarify, I mean it is way up in the stratosphere in NifSkope and in CK, but in game it isn't. When I first started making races/followers a long time ago I freaked out and thought I'd broken something using one of Apachii's hairs :P
  9. NifMerge is used to copy the morphs from a RaceMenu-edited head mesh to a vanilla-generated one (and you probably do know what it is, I'm just a dummy and didn't think to mention it by name). Unfortunately, there's nothing to be adjusted in that tool, as all it does is present the headparts to you in both meshes to make sure they match up and can be safely merged. All the hair-related headparts are there. The hair, when used on a vanilla mesh, looks fine. And as you can see, in RaceMenu it looks fine. Something is going consistently wrong during the merge process, and while I've looked at both meshes (the RaceMenu one and the merged one) in NifSkope, there's nothing visibly wrong; there's nothing to tweak that I can see, though . Maybe I ought to upload the nifs. In fact, I will! https://drive.google.com/file/d/0B-rli34jhZJ0N2I1WXhhZUgyYzQ/view?usp=sharing
  10. Sorry to keep asking questions, I really should get in here and offer help, too. So, today I got around to merging the head meshes for five followers. Four of them worked perfectly, the fifth...not so much. His file in NifMerge was fine, the bar at the bottom was green, everything matched up. But in game, his hair looks like it was pushed backwards into his head. It kind of looks like he shaved a strip between two thin wisps of hair and the rest of it. So he's got two antennae. There's pics below - the RaceMenu shot is what the hair is supposed to look like, the other one is how it turned out. Sorry about the lighting in that one, he hangs out in the Ragged Flagon. I've re-merged it a couple of times, even re-exported his head mesh and tried it that way. I really hope I'm not screwed at this point since I don't particularly want to do all this again, but ya know. Is there any advice anyone can give? Maybe it's just the hair...maybe I'll change his hair model and see what happens.
  11. Edit 2: I completely uninstalled ENB instead of just turning it off and it either fixed my issue with regards to the skin tone mismatch between head and body, or at the very least it made it less obvious and is back to the usual microscopic seam that's just always going to be there no matter how good the texture mod. Unfortunately a lot of my saves have decided that ENB is their source of life and are pitching unholy fits so. Burn, salt, etc. At this point I'm leaving it alone because I'm not sure if at this point I'm subjecting my game to waaaaay too much scrutiny and am starting to make up problems that aren't there, so. TL;DR If you're using a late-model ENB try yanking it. Honestly I've had more trouble with the latest version, so I guess I'm not surprised. If you're not, I'm sorry I can't be of more help. Good luck to you, OP, I hope nothing's too broken.
  12. Hooray! So, I extracted everything again and no dice. But on a whim, I reinstalled SKSE again since I'm an idiot and didn't notice that the source files it was griping about were SKSE ones, and this time it decided that was okay. Why it decided that this time it had what it wanted but not the first time I reinstalled it shall forever be a mystery. So, issue resolved. Confusingly, confusingly, resolved. Thank you IsharaMeradin for your help!
  13. Well I had done a long time ago when I first started scripting, and then everything from scripts.rar when that missing flg file issue cropped up. All the source files it's griping about are indeed present in the folder, but I can always re-extract everything. I'm sure I'm explaining this in perfectly the wrong way, but if it's a missing source file issue, wouldn't the errors indicate as such? Like, it'd give me an error saying that the file it wants doesn't exist, right? What it seems like it's telling me is that, in not so many words, "Hey, here's a source file! But hell if I know what it is or does lol!" All my script does is call a command from RaceMenuBase.pex. It doesn't require Actor.psc, Book.psc, EquipSlot.psc, or any other of the hundreds of psc files it's squawking about. And sorry, I'm not brushing aside your suggestion at all; it's just late and I'm rattling. But yes, first chance I get tomorrow I'll re-extract everything and see what happens. Thank you, I wouldn't have thought of it, and it'll probably work. :P
  14. Okay so I'm about half bald from ripping my hair out. I've made fifty hojillion overlay mods with literally zero problems, but today I guess I'm paying my dues. I'd like to say I'm no stranger to scripts. I'm far from what anyone would call good, mind, but I know enough to figure things out and normally I can figure out what's making the compiler unhappy. But I just...I dunno. Maybe I had a stroke and didn't know it. Anyway. So I've attempted making this mod using vwr RaceMenu Mod Maker, I've attempted making it by hand, I've attempted using an old script as a template, I've attempted writing a new script from scratch. Every. Single. Time. CK throws an unholy fit and won't compile it. I've even thrown a known working source file at it and it refuses with the same errors. So I'm pretty much convinced it's not the script's fault. The errors in question are honestly too numerous to name, and due to the size and shape of the error reporting window, a screenshot is nigh useless. But, the general gist of it is it seems like it wants to also compile all the vanilla source files? Or that it thinks my script is calling all these source files? I'm not entirely sure. Here's an example: ...\skyrim\Data\Scripts\Source\MagicEffect.psc(57,20): unknown type projectile What? So, the first thing I did was make sure the necessary RaceMenu scripts were unpacked (as well as their source files). They were. Then, as I remembered having to do this once before, I manually re-installed SKSE via the 7z file. And of course I double-, triple-, and quadruple-checked my script and the quest. Everything ought to work, and I just don't know. I'd probably be okay if there was something to indicate what *I* could do, but I don't know what to do with a compiler that's apparently just screeching about unrelated files. I guess next I can just try reinstalling CK? Anyway thanks for reading and thanks in advance for any help!
  15. So I've been learning Blender and the process for creating and exporting and getting armors to show in game, and in general I think I have a pretty good footing. As you might guess though, the real issues came with making the _0 and _1 meshes play nice, but only when it came to armors which bare actual skin. With female meshes I can see it, but male meshes are nothing, and on top of that I'm using custom lattices and scripts which yield near-perfect results in terms of vertex alignment and whatnot. Every time I would get the _1 mesh in game, the clothes would be perfectly fine, but the exposed skin would "explode" on intermediate weights. After much irritation I finally noticed that there was a different number of vertices between the two meshes - vertices I couldn't account for, and only on the skin. After a lot of research I finally found someone else who had this issue, and their findings were that for some reason Blender was adding vertices on export where there were multiple materials involved. Lo and behold, when I removed all materials, not only did the skin nodes have the same vertex count, but it was drastically reduced from what it had been. And, of course, the weight slider worked perfectly. But when you remove your materials, you're stuck with flat emissive colors instead of your texture. :sad: So I'm stuck. I tried relinking materials in Blender and was more careful about it - I used the outliner to ensure that there were no bogus links to useless materials and made absolutely sure each piece of the armor had only one material linked to it (though interestingly the skin never had that specific problem in spite of it being what Blender chose to throw vertices at). But that just reintroduced the extra vertex issue. I've looked over the meshes in NifSkope repeatedly, trying to see if there's some magic parameter I'm missing which would make the textures come back, but the BSLightingShaderProperty nodes all came from working iterations of the mesh and there's nothing else I can do with them that I can determine. The UV set count is 1 for the skin, 4097 for the clothes, normals are set to no for the skin and yes for the clothes. I verified in Blender that the vertex color parameter was set correctly... I don't know what else to do. The person I found with this issue solved it by using 3DSMax instead of Blender, but I'm neither a student nor someone who can casually drop that kind of money on software for what isn't something I do with any regularity. So that's my issue. If it helps, here's a link to download the meshes and textures, and of course let me know if I've left out any pertinent information. I know I tend to ramble. lol Any help is very much appreciated! Edit: I've tried just now using the complete base body mesh and swapping the _0 weight for the _1 weight. I don't know why I thought that would help, maybe if it would fool Blender into behaving and it was just the act of morphing the existing body mesh which made it cranky, but no dice. Just the act of assigning a material to the skin object is enough to cause the phantom vertices to show up and ruin the weight slider compatability. I guess it's just as well it didn't work though because it's silly having the entire body mesh under the trousers :P Back to the drawing board, I s'pose.
  16. That's...odd. I just downloaded the file myself to see if Google screwed it up, but it looks as it should on my end :\ Is there a way I can send it to you directly? It's a tad too big for Nexus' tastes. And thanks for responding, by the way!
  17. Hi everyone! I'm in need of someone who knows their way around normals and who wouldn't mind making a map for a trade sign that I've designed for a mod. The sign itself is on red pine, though the wood is smooth so I'm not terribly concerned about super-amazing wood textures, however the design on the sign is a pyrograph that I made for the occasion and so should look burned-in, if that makes sense. Here's a link to download the diffuse map from my Google drive, even if you just want to see what you'd be in for. Or if you want to steal it I guess? Anyway, any help would be immensely appreciated. I've tried myself, but my normal-making skills aren't very well developed and as I'm collaborating with someone this needs to be a bit more than just me using a mod as my sandbox. If someone should be kind enough to lend their skills they will of course receive full credit once the mod is published, and I of course would be willing to lend any future services in return should you desire (design, navmesh are my specialties). Thanks in advance to any and all who respond, and please let me know if I can provide any additional information/materials that would make this process easier. Edit: Sorry, I've seriously brained my damage today or something and realized this post may not fit here so well. My apologies if I've misplaced it, it's really been one of those days.
  18. My brain picked up on "there will be boobs for Christmas" and now it's being sung to the tune of "I'll Be Home for Christmas". edit: There'll be booooobs for Christmas Just you wait and see UNP or CBBE And Seven Base 'neath the treeee... Okay so I guess the phrase Shiverfire used was "Christmas shall have boobs". Oh well.
  19. In response to post #8472887. #8473317 is also a reply to the same post. You realize botnets and such operate extremely quietly because people like you have some superiority complex that prevents them from doing common-sense things like, I dunno, having AV software, right? They don't actually send up a big ol' pop-up saying "OMG U HAEV TEH VRIUS LOLOLOL!" So basically what I'm saying is that, yeah, you are part of the problem. AV software isn't a cure-all, and yes, you need to operate with some amount of common sense, but that whole reasoning of, "Well I haven't seen it, so therefore it hasn't happened/doesn't exist," is profoundly stupid.
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