Spiralunix Posted September 28, 2009 Share Posted September 28, 2009 I don't know what I did to change this really. I created a few cms, one who was a beast race with a tail if that matters, and updated archive invalidation, then suddenly every npc that has a tail has their tail all skewed, warped, and stretched out like tentacles attaching itself to the nearest reference point or several of them, be it person or object! Sometimes, it will stretch itself out flat too and just the flat colors of the tail will stretch across an entire area. I don't even know if it was creating cms that did it or if it is a mod that i added that is making my tails look crazy. What the heck is going on and how to I fix this insanity? Link to comment Share on other sites More sharing options...
Spiralunix Posted October 1, 2009 Author Share Posted October 1, 2009 Someone who knows the answer and wants to help, I guide you here with my amazing mind powers..... :rolleyes: Link to comment Share on other sites More sharing options...
David Brasher Posted October 1, 2009 Share Posted October 1, 2009 I have seen a similar problem. If I take a Non-Khajiit NPC, give it a new form ID, and change it's race to Khajiit, it will have a tail that can be 100 meters long. It can go in all sorts of directions. It can madly flip around. It can obstruct your vision when you are trying to play. From what I gather, my new NPC is missing a tail bone. It sounds like you have somehow removed all the tail bones from all the NPCs in the whole world. Now if you could just figure out which file to change back. Link to comment Share on other sites More sharing options...
Spiralunix Posted October 2, 2009 Author Share Posted October 2, 2009 I have seen a similar problem. If I take a Non-Khajiit NPC, give it a new form ID, and change it's race to Khajiit, it will have a tail that can be 100 meters long. It can go in all sorts of directions. It can madly flip around. It can obstruct your vision when you are trying to play. From what I gather, my new NPC is missing a tail bone. It sounds like you have somehow removed all the tail bones from all the NPCs in the whole world. Now if you could just figure out which file to change back. Crazy. Maybe something I downloaded replaced it. Every single custom beast race cm that has a tail has this problem. My aquamer main characters tail looks normal still, but my aquamer cms still have this problem. I don't know how the tails got ruined. Is there... like a mesh or a body type that I can download to fix this? Or a new tail replacement or something? Or, how can I figure out which file to change back as you said? It's no fun when someone who doesn't mod gets a problem like this :( lol Link to comment Share on other sites More sharing options...
David Brasher Posted October 2, 2009 Share Posted October 2, 2009 I am not a really a modeler or a re-texturer, so I am rather ignorant about this topic. It sounds like your problems began when you updated archive invalidation. I suggest that you disable and stop using archive invalidation and see if the problem is gone. Archive invalidation is controversial. Some people say it does not work. Some people say it is a waste of resources. Some people say that the logic is such that the effect of using it is exactly the same as the effect of not using it. It would be an interesting test anyway if you disabled it. Another possibility might be that your archive invalidation is corrupt, and if you did it again, it might not be corrupt and things might work okay. It might be helpful to isolate the problem by disabling the mods you have recently added one by one until the problem goes away. I do not know how the CM companion mod works, but I suspect that it is your problem. If you were to disable that mod and/or remove your new CMs, the problem might go away. The mesh file I was talking about not having on my faulty Khajiit NPC I made, the one with the 100 meter tail that does tricks, is:Oblivion\Data\Meshes\characters\_male\skeletonbeast.nifIt is used on Argonians and Khajiits. The file that Humans, Elves, Orcs, Dremoras, Golden Saints, and Dark Seducers use is:Oblivion\Data\Meshes\characters\_male\skeleton.nifIt seems that both males and females use the same skeleton. It is the texture which gives them their primary and secondary sexual characteristics. I suggest that you go verify that skeletonbeast.nif is in the right place and intact. After that you can start looking at your NPCs to verify that they are using the right model (skeleton.nif or skeletonbeast.nif.) You need to find something global that has given the command that all beastfolk use skeleton.nif. If you find that, you will know exactly what is going on and how to fix it. You might have to steel yourself to either abandon some of your recent mods and remove them, or to spend a lot of time learning how the system works so you can fix it. Link to comment Share on other sites More sharing options...
Spiralunix Posted October 3, 2009 Author Share Posted October 3, 2009 I am not a really a modeler or a re-texturer, so I am rather ignorant about this topic. It sounds like your problems began when you updated archive invalidation. I suggest that you disable and stop using archive invalidation and see if the problem is gone. Archive invalidation is controversial. Some people say it does not work. Some people say it is a waste of resources. Some people say that the logic is such that the effect of using it is exactly the same as the effect of not using it. It would be an interesting test anyway if you disabled it. Another possibility might be that your archive invalidation is corrupt, and if you did it again, it might not be corrupt and things might work okay. It might be helpful to isolate the problem by disabling the mods you have recently added one by one until the problem goes away. I do not know how the CM companion mod works, but I suspect that it is your problem. If you were to disable that mod and/or remove your new CMs, the problem might go away. The mesh file I was talking about not having on my faulty Khajiit NPC I made, the one with the 100 meter tail that does tricks, is:Oblivion\Data\Meshes\characters\_male\skeletonbeast.nifIt is used on Argonians and Khajiits. The file that Humans, Elves, Orcs, Dremoras, Golden Saints, and Dark Seducers use is:Oblivion\Data\Meshes\characters\_male\skeleton.nifIt seems that both males and females use the same skeleton. It is the texture which gives them their primary and secondary sexual characteristics. I suggest that you go verify that skeletonbeast.nif is in the right place and intact. After that you can start looking at your NPCs to verify that they are using the right model (skeleton.nif or skeletonbeast.nif.) You need to find something global that has given the command that all beastfolk use skeleton.nif. If you find that, you will know exactly what is going on and how to fix it. You might have to steel yourself to either abandon some of your recent mods and remove them, or to spend a lot of time learning how the system works so you can fix it. I read a brief description online about skeleton and beastskeleton.nif and I bet my npcs with tails are either using the skeleton.nif or the tailbone is missing from the beastskeleton.nif like you said. I only see the textures that races are using from TESCS, how can I tell which skeleton meshes a race refers to? And thanks so much for helping me btw, you'r awesome. I was going to give you a kudo point, but I guess I already did from that other time you helped me. :thumbsup: Link to comment Share on other sites More sharing options...
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