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Vai1lyn

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Everything posted by Vai1lyn

  1. Found the issue thanks to a kind person with a similar problem on LL! The problem was not the mesh, but my ESP armor addon record. I had configured it to use both slots 31 and 41, but my mesh only used 31. So, removing slot 41 from the ESP record fixed it. Here is the LL thread: loverslab DOT com/topic/157121-hdt-smp-hair-goes-double-as-i-make-my-follower-equip-it-in-ck-need-help/
  2. Don't edit Dawnguard.esm, and don't patch the two mods (leave it red). For head part conflicts, always let the NPC mod of your choice win, because else (also when merging head parts from Dawnguard and the mod), you'll get the black face bug, since the head parts don't match the head mesh. Just make sure that the NPC mod is placed after the conflicting mods in the load order. Note that it is recommended and safe to patch other entries (like spells, factions, packages...), just let the NPC mod win for appearance-related entries like head parts and tints.
  3. Hi! Novice mesh modder here, so please excuse potential misuse of technical terms etc. I am trying to create a custom HDT SMP wig for my character, and I have a very strange issue. What I did is I took the "Traveler" wig from KS Hairdo's HDT SMP (a very long braid, which is physics-enabled), and merged the "Sky 253" hair into it using "Copy & paste branch" in Nifskope. I then removed some overlapping hair parts in Outfit Studio. As with any hair wig, there are two meshes per hair: the "normal" hair, and the hairline (which is more transparent, to make hair look more realistic) Normally, both hair and hairline are treated the same by the physics engine: they move exactly the same and collide exactly the same etc. However, in my custom wig, there is an issue that the braid hair behaves differently than the braid hairline. Concretely, in some ingame movement and collision scenarios, the braid "duplicates" on my character, because the hair moves to the left, while the hairline moves to the right. Why is that? From a technical perspective, the only difference between the two meshes is the NIAlphaProperty. When I removed the overlapping vertices, I did so consistently, meaning that the vertices and bones for hair and hairline are exactly the same. Also, in the SMP XML, the shapes share the exact same attributes. Note that this doesn't happen in the original, only in my edit, so the error is introduced by me. I don't know if I'm allowed to upload my meshes (permissions), but maybe someone experienced can tell from my description that I made a serious mistake, or if I forgot to update something. No bones have been added or removed from the mesh, it still corresponds to the XML. The 'HDT Skinned Mesh Object' NiStringData is set to the correct file path. Thanks! Forgot to mention: "Sky 253" is a static hair from the normal KS Hairdos, so it isn't a weird conflict between two different physics hairs in the same file.
  4. Ok, I may have found a solution: what happens if PlayerFaction is an enemy of TribeFaction, but the player is part of TribeFaction (which has an ally replationship to itself)? If they ignore the player when he is part of TribeFaction, I can use SPID to distribute the faction to them based on conditions (i.e. being a Bosmer)
  5. Also, please no "then simply get the CK" answers. I tried to, but it doesn't support my operating system, even with the use of emulation / virtualization / compatibility layers. Thanks!
  6. Hi! I need some help with my mod. Basically, I'm trying to create an isolated tribe of Bosmer. These Bosmer should generally attack the player on sight. However, if the player is also a Bosmer, they should be friendly towards them. To create the tribe, I created a new faction. This faction has an ally relationship to itself, and an enemy relationship towards PlayerFaction. How can I make it that they do not attack Bosmer player characters (but still attack characters of other races)? Please note that I don't have access to the Creation Kit Papyrus Compiler, so I cannot use scripts to achieve my goal. The modding resource I have is SSEEdit. I saw that factions have c Conditions section. What happens if said conditions are true or false? Does that determine if the faction is truly applied to NPCs? Thanks!
  7. Yeah, makes sense, I particularly expect fishing to break. Fingers crossed that the quests will work! The new weapons certainly work, except if they have some weird enchantment, and that can be fixed in SSEEdit. Thanks :D
  8. Hi! I know some consider it scandalous, but I actually like some of the new Anniversary content. At the same time, I'm not ready to give up on all the awesome SKSE mods I use. Therefore, to enjoy the new content early, I have figured out this scheme: 1) Back up Skyrim 2) Install update ; get Anniversary content 3) Check which files are added / modified; back them up 4) Revert Skyrim to backup (working SKSE version) 5) if necessary, extract and save Anniversary content in separate ESP 6) install Anniversary content as normal mod 7) When SKSE + all DLLs updated: normal Anniversary installation Would that actually work? If not, what of the new content is predictable to break? I'm notably not interested in the new fishing mechanic, but in the new quests (Mythic Dawn + Morrowind), and the new weapons. Also, would that be legal? I'll of course buy the content normally, and will not share the extracted content with anyone. Greetings! Edit: grammar + clarifications
  9. For some reason, it only works when starting a new game. So, issue solved!
  10. Hi! I have created a quite powerful vampire enemy NPC, and want her to be the boss of Broken Fang Cave. I am using SSEEdit, since the CK doesn't work on my end. I have opened the records of Broken Fang Cave, and in Temporary, there is a placed NPC which is the vampire boss. I have copied that as override into my mod, and replaced the NPC with my vampire. When I launch the game, however, it doesn't work: there is still a generic vampire master in the dungeon, instead of my custom vampire. Am I missing something? Thanks :D The NPC is flagged as unique, if this would be relevant (I don't know what that flag does, is there a documentation of this somewhere? The CK website doesn't mention it)
  11. So, the exact same as shown in the video? I have experienced pixel for pixel the exact same glitch as in the video (for instance on the map). However, this exact same error has now been posted by like 10-15 different people with different GPUs, and none have reported their GPU failing afterwards. For me, this specific issue seems more like a game bug, especially as it fixes itself on reboot and doesn't come back. Should I still be worried about hardware failure? I don't see any of these glitches in other applications, and I don't have crashes or BSODs. Although I don't use any other apps that rely on the GPU as strongly than Skyrim.
  12. It appears that I never had GPU issues in the first place! I only hit this strange Skyrim bug that has already been experienced by other people:
  13. Huh, apparently, some meshes got corrupted! The GPU re-seating shouldn't be a problem, since I'm using an integrated GPU. However, I just opened the affected walls and bowl meshes in Nifskope, and apparently, they now really have a blue emissive color, which wasn't present before. Edit: ...or I have never noticed, and the paranoid f*** I am, I looked for anything unusual, first noticed it & thought it wasn't fixed :P
  14. In the last days, I've noticed some strange graphical glitches when playing Skyrim. It only happens in Skyrim, and I didn't change my load order, or any meshes. When I booted up Skyrim, the spells in the inventory (for instance the Calm spells) didn't display correctly: instead of a fluent light that fades away, there were sharp edges with blurry light texture, and on the southern part of the world map, there were purple stripes. Since I just installed a new Linux kernel version (which came with updated GPU drivers), I reverted to the older kernel and booted Skyrim again. The map and spells went back to normal, and everything seemed fine. However, when I went to a Dwemer Ruin, some meshes had a strange blue hue. For instance, one surface of a dwemer metal pedestal was blue, while the rest was normal. It still had the normal texture, but it was slightly blue instead of yellow. This occurs with every instance of the model in the same fashion. I did not install a mod that changed that mesh, and it displayed just fine before. Is this a "normal" Skyrim bug for saves with long play time? Or is it an indicator of a hardware issue? I never overclocked and continuously monitor the system heat while playing, and it does not overheat. What's happening? Thanks!
  15. I have found the issue, and fixed it! The creation kit docs say that the voice filename is generated as follows: <QuestID>_<TopicID>_<LineFormID>_<LineNumber> However, this is not the entire truth! If you have long Editor IDs for quest and topic, the creation kit will split the IDs. For the quest ID, only the first 10 characters appear in the name, and for the topic ID, only the 15 first characters. So, in my above case, it would be: BOReaction_BOReactionDialo_000008BE_1.fuz BOReaction_BOReactionDialo_000008BC_1.fuz Hopefully, a fellow SSEEdit user with the exact same problem will find this thread somewhere in the future :D
  16. Is it because the mod is flagged as ESL?
  17. Yes, the audio format is correct. MaleSlyCynical/BOReactionBosmer1_BOReactionDialogueBosmer1_000008BC_1.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, mono 44100 Hz
  18. Hi! I am currently creating a mod which aims to completely overhaul the Bosmer race. Among other things, one of the features is new greeting (HELO) dialogue. I basically want that more NPCs react to the player being a Bosmer, having custom greetings when starting conversations. I implemented this using quests, currently I have * BOReactionBosmer1 (for voice type MaleSlyCynical) * BOReactionBosmer2 (for voice type MaleBrute) These quests have an associated dialogue topic, namely * BOReactionDialogueBosmer1 * BOReactionDialogueBosmer2 Currently, BOReactionDialogueBosmer1 has a HELO dialogue entry with formID FE0008BC and index 1, and BOReactionDialogueBosmer2 has an entry FE0008BE and index 1. I have generated FUZ files from WAV and lip, and my audio structure is as follows: Data '-- sound '-- voice '-- bosmeroverhaul.esp '-- MaleBrute | '-- BOReactionBosmer2_BOReactionDialogueBosmer2_000008BE_1.fuz | '-- BOReactionBosmer2_BOReactionDialogueBosmer2_000008BE_1.lip '-- MaleSlyCynical '-- BOReactionBosmer1_BOReactionDialogueBosmer1_000008BC_1.fuz '-- BOReactionBosmer1_BOReactionDialogueBosmer1_000008BC_1.lip When I jump ingame, and talk to NPCs having the voice types above, the dialogue topic gets successfully triggered. I see the correct subtitle for the greeting. However, I don't have any audio, the NPC is completely mute in the dialogue sequence. What have I missed here? Shoudn't this be the correct audio paths according to the Creation Kit Wiki? I have created the mod using SSEEdit. I have generated a .SEQ file, and set the quest flag that it is started at game boot (which it did, else the subtitles wouldn't have appeared). I have also tried using the source .WAV file instead of the .FUZ, but it didn't fix it. Thanks for any advice! Greetings!
  19. I fixed it! Turns out, the spell lights are controlled via a property defined in the plugin. I have set the light value to NULL in SSEEdit, and now it works as expected. Greetings
  20. For clarification: the main spell is successfully replaced by the dart. So, that works. But the light still persists, despite being no references to it in the new mesh.
  21. Hi! I have made a mod for myself that replaces the paralyze spell projectile by a little dart. Concretely, I have replaced the following mesh: meshes/magic/paralyzeprojectile.nif Please note that the mesh itself does not emit any light. However, when I go ingame, a green light is still around the projectile, following it until it hits a target. How do I get rid of this? The spell should not emit any light. Greetings!
  22. How to close this topic? I had issues adding tags, and now there are 2 threads
  23. Hi! I have a thing that really bugs me: I have that really awesome animation mod, that changes dagger idle animations to a reverse grip. However, once I run/walk in a certain direction, the grip changes back to normal, since there is no matching animation for movement provided by that mod. Also, the sneak idle is in normal grip, too. What I'm trying to achieve is the following: I want to "generate" the movement animations dynamically in the following fashion: * the legs move completely normally (based on the movement animation) * the arm/hand weapon grip doesn't change (so the weapon will still be reversed while moving) In the same fashion: * the legs for the sneak weapon drawn idle will come from the sneak idle, while the arms still apply the animation from the "not sneaking" counterpart of the animation. I think this can be done using Nemesis and behaviour files, however I don't know how to do that. Can anyone having experience with this tell me what I have to do, or even pick up on this? Thanks :) Btw I know that there are reverse grip mesh mods, however these don't play well with attack animations (it is strange to see my character grabbing the dagger by the blade and stab enemies with the hilt :P=
  24. Hi! I have a thing that really bugs me: I have that really awesome animation mod, that changes dagger idle animations to a reverse grip. However, once I run/walk in a certain direction, the grip changes back to normal, since there is no matching animation for movement provided by that mod. Also, the sneak idle is in normal grip, too. What I'm trying to achieve is the following: I want to "generate" the movement animations dynamically in the following fashion: * the legs move completely normally (based on the movement animation) * the arm/hand weapon grip doesn't change (so the weapon will still be reversed while moving) In the same fashion: * the legs for the sneak weapon drawn idle will come from the sneak idle, while the arms still apply the animation from the "not sneaking" counterpart of the animation. I think this can be done using Nemesis and behaviour files, however I don't know how to do that. Can anyone having experience with this tell me what I have to do, or even pick up on this? Thanks :) Btw I know that there are reverse grip mesh mods, however these don't play well with attack animations (it is strange to see my character grabbing the dagger by the blade and stab enemies with the hilt :P=
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