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raptorialclaw

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  1. I'm basically trying to create a mesh of a sabrecat with a sword sticking through it (its for a necromancer character premise thing dont worry about it). Everything looks alright in nifskope, but the sword does not appear on the model ingame. every single tutorial i can find on merging meshes in nifskope talks about going to BSDismemberSkinInstance> partitions, and making sure the body part number (under block details) matches. Neither the sabrecat mesh nor the sword mesh has BSDismemberSkinInstance, so I can't do this obviously. I know for a fact that I'm not just missing it because I am able to find this option in clothing meshes. It seems like that step or an equivalent version is what I'm missing, but I have no idea how to do it, or even if what I'm trying to do is possible (since the sabrecat is an actor and not a static model). Here's the sword's nodes, no BSDismemberSkinInstance Here's some of the sabrecat's nodes, I noticed theres some partition related options but nothing analogous to the sword and no "body part" option under block details. To be clear, I have followed this tutorial as well as looked for anything else that could possibly help me and it does not cover the issues I'm having. It wont let me attach the file (not sure what file types are accepted) but the base meshes im using are just the vanilla sabrecat.nif and longsword.nif, can provide more info if necessary. I'm also pretty much a novice in terms of nifskope. If anyone knows the solution, I would really appreciate having it be explained thoroughly so I can learn.
  2. I'm basically trying to create a mesh of a sabrecat with a sword sticking through it (its for a necromancer character premise thing dont worry about it). Everything looks alright in nifskope, but the sword does not appear on the model ingame. every single tutorial i can find on merging meshes in nifskope talks about going to BSDismemberSkinInstance> partitions, and making sure the body part number (under block details) matches. Neither the sabrecat mesh nor the sword mesh has BSDismemberSkinInstance, so I can't do this obviously. I know for a fact that I'm not just missing it because I am able to find this option in clothing meshes. It seems like that step or an equivalent version is what I'm missing, but I have no idea how to do it, or even if what I'm trying to do is possible (since the sabrecat is an actor and not a static model). Here's the sword's nodes, no BSDismemberSkinInstance Here's some of the sabrecat's nodes, I noticed theres some partition related options but nothing analogous to the sword and no "body part" option under block details. To be clear, I have followed this tutorial as well as looked for anything else that could possibly help me and it does not cover the issues I'm having. It wont let me attach the file (not sure what file types are accepted) but the base meshes im using are just the vanilla sabrecat.nif and longsword.nif, can provide more info if necessary. I'm also pretty much a novice in terms of nifskope. If anyone knows the solution, I would really appreciate having it be explained thoroughly so I can learn.
  3. Vortex restarted with an update today, and since then my game does not recognize any mods as having been deployed. I am playing skyrim special edition. All mods I'm using are enabled in vortex, and deployed. I can launch the game as normal. When I try to load a save, it gives the "this save relies on content that is no longer present" error. I go into the "mods" section of skyrim's main menu to look at the load order, to find that EVERY SINGLE MOD besides the ones i just installed are disabled. I did not do this myself. so i go through and enable each one, and attempt to load the save. No more "this save relies on content(...)" error, but the game crashes on load. This was not an issue an hour ago, prior to Vortex updating. I highly, highly doubt any mods I just downloaded or have previously downloaded created this issue due to me being able to play normally an hour ago. also, in the past i have had issues with SKSE seemingly spontaneously disabling itself if i even touch the ingame mod menu, so i generally don't mess with it, which I guess could be connected. any ideas? EDIT: dumb mistake, forgot to check that the plugins were actually enabled in vortex. they were not. so the base problem is fixed and i would delete this thread if i could, but i still don't know why they were all spontaneously disabled, so if anyone feels like answering anyway be my guess.
  4. hi, not sure if this is the place to put this i would like to mod some locations in KOTN, but the construction set will crash on saving if the knights esp's data is used at all ive found other threads on this issue which suggest converting the knights.esp to an esm, or modding the base knights esp and just removing all the data that you dont need, but they havent been super helpful. the former i tried and could not figure out how it changed anything whatsoever or what the next step is, it still crashes. the latter i have no idea how to do, like how to get rid of all the scripts and npcs and etc and end up with a mod that wont affect any of that. what im looking for is JUST the meshes, textures, and cells of KOTN, nothing else. if anyone can explain to me how i could go about this, and do so descriptively so a new modder can understand it, id really appreciate it
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