nivea Posted May 25, 2011 Author Share Posted May 25, 2011 Are the .egm named the same as the .nif and in the same folder? Not actually in the .bsa because that should be entirely empty. Also, Archiveinvalidation is activated? Not really sure if it matters whether or not it is activated, but it might matter. I seem to be having trouble getting the secondary object to actually conform properly. Oh and... Hmm. Try posting up a picture of the Block List for me? You can not have more then one object in the nif your makeing a .egm for, you have to combine them or remove them. Yes it is named the same, yes in the same folder, nothing in the .bsa and yes invalidation is working (it would look funky in my game if it was not.) Link to comment Share on other sites More sharing options...
nivea Posted May 26, 2011 Author Share Posted May 26, 2011 Picture of .nif structer, I have tried it without the head node as well they all show up in game but no .egm working. Link to comment Share on other sites More sharing options...
Fumofumo Posted May 26, 2011 Share Posted May 26, 2011 (edited) Yeah I realized that a few minutes ago. After combining them, the earring conformed properly. As to why it won't work for you, I haven't the faintest. I made an image of how I have everything though that might help. http://i.imgur.com/35QL8.jpg Edit: I don't see anything wrong with the .nif structure... Some of the shader settings may have an odd effect on it though. Edited May 26, 2011 by Fumofumo Link to comment Share on other sites More sharing options...
nivea Posted May 26, 2011 Author Share Posted May 26, 2011 Would you send me the mesh and .egm so I can try them in game and look at them? (you can pm them if you dont want to post a link, no useing in any mods I make ect.) Link to comment Share on other sites More sharing options...
Fumofumo Posted May 26, 2011 Share Posted May 26, 2011 (edited) Here you go. Hopefully you can figure out a solution using this and I hope it doesn't just work for only me. Edited May 26, 2011 by Fumofumo Link to comment Share on other sites More sharing options...
nivea Posted May 26, 2011 Author Share Posted May 26, 2011 *puts the stupid idiot helmet on* They are working.... only you have to unequip and then re-equip them whenever you edit your face it seems.... I HOPE that is true, will test more.... *cries in a corner*Really why am I so stupid? My mother is so smart... D: Thanks Fumofumo and Ghogiel I really hope it keeps working and is not some weird error. XP I will report back Link to comment Share on other sites More sharing options...
Fumofumo Posted May 26, 2011 Share Posted May 26, 2011 (edited) Oh. I thought you were doing that already so I never mentioned it... Haha. Well at least everything is working for you. :D. Edit: On another note, the blank .bsa is probably unnecessary. Edited May 26, 2011 by Fumofumo Link to comment Share on other sites More sharing options...
nivea Posted May 26, 2011 Author Share Posted May 26, 2011 Well... I have been modding for Oblivion for so many years I use the same method I use for Oblivion on NV stuff. In Oblivion you never needed to remove a helm/hat/piercings for them to refit a head, they did it on their own and a lot smoother then NV. D:Some things in NV are better, but some things are funkier then older game lol... Link to comment Share on other sites More sharing options...
Ghogiel Posted May 26, 2011 Share Posted May 26, 2011 (edited) I lol'd. Grats though. woot. I do want to mention a technique scanti theorised about egms excessively warping in a hat, and to get a more uniform morph on it. Say the brim of your hat bending kinda badly. I had tested this a bit years ago. Basically you use a proxy mesh. You create a low poly box. you can add or remove as many edge loops if you want more info to be stored in the proxy. Or use a quad sphere, Now you use that in the conformulator with the regular tri input. And create a tri file for the morphs. Now you use that tri from your proxy to create egms for your final model. The theory is that the shape of the mesh will deform more evenly when attached to the head. I got a better result once with that once. on a side note< I heard BSG dropped facegen. So the whole character creation in Skyrim is going to be something else. Which I am 100% in favour of. Though the face expressions are still going to have to be stored in some sort of optimised container file, A little excited to see what it is all about. Edited May 26, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
nivea Posted May 26, 2011 Author Share Posted May 26, 2011 Hmmm that is a good idea about hats, I will keep it in mind! Well I did remember some things while trying to figure out what was wrong... so.... not a total loss :P Hush you.. I am a old dog set in my ways :P Link to comment Share on other sites More sharing options...
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