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morphs _0 or _1


SHOTGUN1992

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If you look at an ArmorAddon form in SSEEdit, you will see those flags:   Weight slider - Male and Weight slider - Female.    You need to set those flags to 'Enabled'

For some reason, CK does not show these flags.   It just uses some sort of its own internal 'logic' to determine whether to set them or not.   The mesh file an ArmorAddon points to is typically the _1 one.

Bottom line - after creating a mod in CK, I will go over all the ArmorAddon forms in SSEEdit to make sure weight sliders are properly enabled.

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I loaded esp in tes5edit and these flags are enabled for variety of costumes, however still some of the costumes requires _0, some of them _1. 
Thank you for the answer tho, it may be also my broken game, as have strange things on load, like double body, invisible head if wearing circlets etc

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As long as _0 and _1 are proper morphs of each other, are in same directory, and are named exactly the same (except for the _0/_1 part), and weight slider for that gender is enabled, it really does not matter if you specify the _0 or the _1 file in the ArmorAddon form.   The game will figure it out and use the _0 variant for weight 0, _1 variant for  weight 1, and interpolate for anything in between.   If you get different results when assigning _0 or _1, it means something is not quite matching between them.   If you want to upload your .esp, along with _0 and _1 nif files somewhere, I can take a look at what might be wrong.

If you got missing heads when equipping circlets, it means your circlets are likely using slot 30 instead of 42.

Double body basically means you are wearing something that includes a body mesh, and is not using partition/slot 32.   

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ow, it's using partition and dismember slot 32, these bugs are only happen to me on first load making me think it's one of the infinite crash fix dlls causing it, as for costumes I'll update the thread as soon as I'll figure it out (if I am, because nothing really to look at, everything was conformulated and generated with bodyslide, same _0 and _1 act different when has different filename, especially if the name contains numbers).

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try this but a warning it will require Nifskope, and is similar to merging RaceMenu head with CK  for facegen (sort of)

  • learn to use Nifskope, my instruction suck, I am coder
  • open two instance of Nifskope
  • load the minimum weight 0 in one
  • load the maximum weight 1 in the other
  • NOTE this is not copy and paste, but paste over
  • copy over the mesh data of nif 1 to 0 with paste over, where its branches match (it may not be in the same order or location)
  • repeat until all branches are pasted over
  • you now have two meshes of maximum weight
  • save the 0 nif as the 1 nif overwriting it
  • this leaves nif 0 in original state
  • both nif are now identical except one is minimum weight and the other maximum weight 
  • bodyslide not a replacement  for Nifskope, you generate the errors with it you create the mock-ups out of of sequential order  with bodyslide

 

 

 

 

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