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Kukipett

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  1. I'm also an old guy ,64, so the time when "games are for children" was common is over!! About your problem, your saves cannot be elsewhere or maybe you have different users on your PC and you are looking at the wrong user. Have you reinstalled windows on a different drive, a SSD for example, it may happen that you have moved your document folder to another drive. I do this often to save place on my main system drive, i just move the document folder to another drive, or i redirect the document folder to the older drive so i found every documents without having to move them to the new installation. If you have done this you may have two documents folder, a unused one on the sytem drive and the good used one on anoter drive.
  2. All this is a nonsense because all you can do with mods actually is only client side and absolutely does not affect the servers. Even if you could change something in the gameplay it would not match the server side and be ignored or you could not log in. Mixing the people who use glitches to carry more stuff or use any exploit with people who use mods is only a demonstraton that the guy doesn't know anything about modding. The fact that those glitches can cause server to crash or to eject players is only speculation, i think it could be a source of the problems but i have no proof. The only thing i can say is that during the beta and the first weeks of the official game start, i had almost no problems with servers, but now it becomes more and more frequent as there are a lot of high level player that launch nuke after nuke and in this way cause a lot of stress to the servers.
  3. The plugin has to be the same in the client AND the server, and you can't have access to the server, so even if you could change something in your esm if it affects the gameplay it would be not compatible with the server and may cause you to be disconnected or worse banned.
  4. The body shape is the same for every character, but it's not so simple. In fact the nude body shape is the same for every nude character, but once they have an armor or cloth it's the body contained in that armor model that is showed. The model file alway contains the armor shape and the body shape, the nude model is only visible when the character is nude. It's done this way because it would be a waste of ressource to draw a complete body under an armor. So the body shape in an armor model is only partial. So if you use a CBBE nude model, when you have a vanilla armor, you see the vanilla body and not the CBBE. To avoid this you have to use a CBBE converted Armor or you can convert it yourself with Bodyside and Outfit Studio. Be careful also with textures, as the CBBE model doesn't use the standard vanilla UV mapping, you can't mix CBBE and non CBBE models without problem. I don't get it why they didn't use the Vanilla UV mapping, they use the Skyrim UV mapping because they said it was a bit better and of course allows to recycle Skyrim body textures, but in fact it's a very bad good idea!
  5. You don't need to edit the creature mesh and it's UVmapping, you just need to create a new mesh with it's own UV map for the hat and export it. Then you just open the creature mesh in NifSkope and copy the hat mesh with the classic copy paste procedure. Then you need to create a materail and copy a working shader from a anoter part of the model and change it's name wit the material name. There are many tutorials about that kind of work on nif models.
  6. I have tried many times to export meshes with this plugin, sometimes it works sometimes not. I have managed to create a new body highres mesh and i have exported it, but as usual it would not appear in game directly. I have tried your tutorial but it doesn't change much. The only solution that worked, was to export the nif then import the body shape in an original working body mesh and create the 4 dismemberment partition as you did in your tutorial. But it was not enough, the mesh was still invisible. The miracle came when i loaded the mesh in Caliente the Outfit Studio using the original mesh as reference shape. You need to edit a little your mesh (inflate/defalte slightly somewhere) then export the nif without reference. And it worked, the body was perfectly working, except the dismemberment. I also tried to do the same for boots but the result was weird, the boots were totally distorted and buried in the ground. So all the problem seem to come from that dismemberment data that the plugin ignore, sometimes loading the mesh in Outfit Studio can make it visible by correcting the dismemberment data, but it seems that you need that the body is complete or at least partially. I was able to export a working body mesh without legs to use it with long boots, but i never was able to make the boots work they were systematicaly distorted. The only way to export my boots was to export as OBJ and import that OBJ in Outfit studio. I have done a lot of new cloth and armor thio way with success. But there is a little problem, in game when you use a model done this way, avoid bloat flies or the mirelurk queen. It seems that when they throw their acid at you the body needs the dismemberment partition to show the damage and sometimes the game crash immediately to desktop. The solution is to alway have a standard vanilla armor in your stuff and change for it when such an ennemy comes out. I also exported a lot of nifs for construction objects, i was tired to build with junk! For this kind of nif, the plugin works as there is no dismemberment. But you have to import the BSTiShape in an other working nif of the same kind. The problem is the collision mesh that is missing so the best is to choose a vanilla mesh which has about the same shape and locking points. But sometimes the nif is invalid and when you open the build menu and open the section where your object is the game crash. The more complex the object the more problem you have. For simple objects like walls, ground plates, ceiling tec... it works wery well, i have done stairs also with success, but i tried to load a statue and with taht nif the game crashed often, so it seems that the plugin doesn't export the meshes in a perfect format.
  7. I actually was able to import a new mesh in Fallout 4 using Bodyslide and Outfit studio that support obj import . But that solution is not fully satisfying as the obj file doesn't carry bone weight and you have to copy those weight in Outfit Studio. The bone copy weight of Outfit Studio doesn't give a really 100% good result and your mesh has some little problems. So i wanted to test the new 3DS max plugin which has a partial Fallout 4 support. In Nifskope the mesh lokks perfect, but when you load it in game, it's invisible. I thaught it was a shader or material problem, but no. It seems that the exported mesh contain some wrong data that the game can't use. If someone has managed to use this plugin with succes i would be glad to know how to proceed.
  8. I have tested that nif plugin for max and i was able to import and export a body mesh. It looks great in Nifskope, but in game it doesn't show up at all. I have copied the original shader in nifskope and material and textures are OK, but no way. Is there a trick to make it work in game or the plugin is not really working for the moment. Thanks!
  9. Have you put navemesh in your cell, there was a bug before the last update with navmesh. I there are no navemesh it's possible that pnj can't walk up to you but of course can use a bow to attack.
  10. Hi! I,ve made an armor model that use many textures sets to display different look, i works perfectly in third person view, but in first person view i can only see the textures defined in the nif, the texturesets i selected in the CK don't work. Everything works fine except the fact that in first person view it seems that my texture sets ar not used. If someone knows something about this it would be great. I have the solution to make multiple nif of course, but it's a not very elegant workaround!
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