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Adding Clutter Objects to Custom Armor Meshes
hellhowl replied to hellhowl's topic in Skyrim's Skyrim LE
Okay I managed to make a deer skull work on a helmet as a test and fits seemlessly ingame, It appears as though my problem lies elsewhere. -
Adding Clutter Objects to Custom Armor Meshes
hellhowl replied to hellhowl's topic in Skyrim's Skyrim LE
thanks for the reply. that's what I did, I did the blender script to bone weight copy the skull to the armor piece and I had assumed it would work but it keeps messing up no matter what I try -
Adding Clutter Objects to Custom Armor Meshes
hellhowl replied to hellhowl's topic in Skyrim's Skyrim LE
bump, I'm assuming there's an issue with the weights or skin partitions but I'm not sure how to check. I have all the skin parts set to 45 because its what the original armor base I used had if that helps -
Does anybody know the correct way to do it? I combined two armor meshes into a single custom armor mesh without issue but both times I tried adding a clutter object (such as a troll skull, werewolf skull, hagraven head etc.) it produced unsavory results such as this; http://img707.imageshack.us/img707/6514/6xeu.png (I also had another armor mesh using tsun's cuirass and a troll skull but it now crashes my game when I try to load it.) I used this guide to combine the different meshes: http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/ Anybody have an idea as to why I'm getting this issue? Whether the object its self is causing the problem or not, I have only had this problem when trying to create armor using these clutter objects. As I said I can combine armor meshes and have it work perfectly fine, but every time I tried adding a clutter object such as bones I get these errors.
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Custom Armor visible in nifskope and ck, invisible ingame.
hellhowl replied to hellhowl's topic in Skyrim's Skyrim LE
bump :l -
Hello, thanks for stopping by. I'm a fairly new modder, got skyrim recently for the computer and have been trying my hand at creating modes. I started off with custom re-textures and the like but have tried to move on to making custom meshes/altering vanilla ones. I got blender and all the tools and the likes and I constructed my armor, followed a few guides and got it from skyrim to nifskope to blender back to nifskope and into the creation kit where it all worked out just fine. The problem occured when I loaded in the armor I made into the game and tried putting it on, only to have my character's body turned into a floating head with floating hands and dismembered feet. I tried for atleast a week now searching through posts and other such things on google to try and solve my problem before resorting to making a post about it, I can't seem to find anyone with a problem similar to mine so I'm hoping its something small and stupid that I just overlooked. Like I said, the armor appears fine in nifskope and fine in creation kit, but it's invisible in game. I assumed there were probably problems in the nifskope string, but here was the kicker; I decided to test a vanilla piece, I made a copy of the blades armor and put it in another folder called NewBlades in data\meshes\armor and copied the vanilla blades_0 into it and turned it into a _0 and a _1, I also copied the textures from the armor and made a new folder in data\textures\armor. I didn't change a single thing in nifskope, copied the ck armor and armoraddon exactly, but it showed up the same as my custom mesh; completely invisible. Also, all the pathing is right to the textures and models, the _0 and _1 are exactly the same, and the skin partitions are all correctly pointed to 32 body, 38 calves and 34 forearms. tl;dr: armor mesh appears in nifskope and ck but not in game, searched all over the interwebs for a solution but found nothing, looking for someone smarter/more experienced with mesh modding than me to help me out. Thanks.