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Missing Mesh when NPCs pick things up?


wolfinthesheep

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Well, that certainly helps to narrow things down. Still no idea what's causing it though...and I can't seem to select the missing mesh (console only clicks on the NPC). Guess I'll have to start disabling mods and see what's causing the problem...

 

@Hickory: That isn't an animation though. Pose mods just move your character into specific positions, and place various objects around in set locations.

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Well, that certainly helps to narrow things down. Still no idea what's causing it though...and I can't seem to select the missing mesh (console only clicks on the NPC). Guess I'll have to start disabling mods and see what's causing the problem...

 

@Hickory: That isn't an animation though. Pose mods just move your character into specific positions, and place various objects around in set locations.

 

Well, if a pose mod isn't an animation, then I don't know what is.

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@wolfinthesheep:

Since it's probably not so easy to test (until NPCs pick things up) you might narrow it down with TES4Edit. If the AnimObject theorie is correct, it must have to do with a mod which adds or changes AnimObject definitions. With TES4Edit you can load I don't know how many mods at once (I only have 14 to test), and simply click through. Only mods that have changed AnimObjects will have an "Animated Object" sub-branch.

 

And of course, Hickory is right. Poses ARE animations, usually with 1 or 2 key frames only defined

 

@Hickory:

Can you give me the link to this pose mod? I would really like to see how it is implemented.

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@Hickory:

Can you give me the link to this pose mod? I would really like to see how it is implemented.

 

I took that picture quite some time ago, so I don't remember exactly which pose I used, but here are the pose mods I have:

 

Pose Pack Compilation

Goma Pose

NaRae

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Hickory, I found this Goblin Pose being part of NaRea, pose NaRaePose5SIGoblin. And the Goblin pile in fact is an animated object IdleObject.

 

All those goblins you see are part of one single nif, and this nif is connected to the sitting pose animation by an AnimObject definition.

 

Interestingly, the goblin pile nif has no connection at all with the character's skeleton. In vanilla AnimObject IdleObject nifs you will always find the name of a bone this nif will follow during animations. Like torch, or weapon, for left and right hand. The goblin pile doesn't refer to any bone. So I think, character and goblin pile are automatically connected via Scene Root.

 

Edit: Now I mixed up the terms: the nifs are called IdleObjects. And they are connected to IdleAnim in an AnimObject definition.

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Hickory, I found this Goblin Pose being part of NaRea, pose NaRaePose5SIGoblin. And the Goblin pile in fact is an animated object IdleObject.

 

All those goblins you see are part of one single nif, and this nif is connected to the sitting pose animation by an AnimObject definition.

 

Interestingly, the goblin pile nif has no connection at all with the character's skeleton. In vanilla AnimObject IdleObject nifs you will always find the name of a bone this nif will follow during animations. Like torch, or weapon, for left and right hand. The goblin pile doesn't refer to any bone. So I think, character and goblin pile are automatically connected via Scene Root.

 

Edit: Now I mixed up the terms: the nifs are called IdleObjects. And they are connected to IdleAnim in an AnimObject definition.

 

Ok, but back to topic, you surely see why I asked the question I did? If an animation (pose or not) can have objects attached, then it is relevant re. missing meshes.

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Ok, but back to topic, you surely see why I asked the question I did? If an animation (pose or not) can have objects attached, then it is relevant re. missing meshes.

I see you point. Maybe I'm just too much of a purist when it comes to animations.

 

Nevermind. As long we have learned something from this. I did. :)

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