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Graphics Modding


throttlekitty

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Yeah, I am working on those dismember partitions now. http://www.skyrimnexus.com/imageshare/images/209926-1321975959.jpg

I don't really like them, on outfits they seem to be used for removing parts of the outfit when other pieces are worn, like the ones at the calfs I think are for boots. Not sure, but it definitely sucks ass as my first attempt the mesh actually tares at that point. :/

 

It's minor, I think you can ignore some of them..

 

My first method was exporting a F3 as normal, then doing the obj export and import then copying the dismember/skin over. I spent too long faffing with that method, it works fine, but what you did was change the num of properties to 0 before changing the nif user version to skyrim. Which made it so trishape blocks could be pasted over without the extra step :thumbsup:

Edited by Ghogiel
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Well I *think* what my issue with the mesh ripping is that I had the bottom of the calves added to both of the dismember partitions. I hope so, as I have no idea why it wants to do that otherwise..

 

Haven't tested the corrected version... Know how these things go it's probably still going to rip up. :rolleyes:

Edited by Ghogiel
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So here's minor finding worth mentioning; the game remembers where it found a .nif, and probably a .dds, whether a loose file or in a .bsa within a session.

 

I've been testing .nif stuff, and found that I can quit to the main menu safely to tab out, make changes, and load a savegame.

Worked fine until I deleted the file for the glass dagger i've equipped and toying with, and moved on to playing with some skin options. Upon loading from the menu, I ended up with the 'mesh not found' exclamation. Quitting the game and starting a new session fixed my 'problem'.

 

Nothing too big, but I thought I'd mention it in case anyone runs into it.

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Partial xpost from NifTools thread:

 

In the previous games, TriShapes were listed before any bone NiNodes. I don't remember what happened if the order was wrong, but I think it was bad.

 

In Skyrim, it's the opposite, with TriShapes listed last in the children array. The act of leaving (NifSkope) File>Auto Sanitize Before Save checked, opening and saving with no edits to a body model does what it's supposed to, based on the previous rules. But this seems to break the game's ability to morph body shapes between each other. Everything seems to animate properly with such an arrangement.

 

If I uncheck the option and do the same, the morphing does work.

 

So, if you're making simple edits to existing outfits, like changing texture paths or toying with properties, keep this in mind for now.

 

Edit: And I updated nif.xml - BSLightingShaderProperties again.

Edited by throttlekitty
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I can report that your new nif.xml throws up the error ""block 3 Properties array size mismatch"" .. in context to having a working F3 nif, stripping out/zeroing the properties, ie the materialproperty and shader node, then converting to a Skyrim nif, and when you copy branch, even with just the TriShapeData block under it, it gives me that.

 

hen I tried to copy branch, it fubars and gives an unknown blck type error. Basically it's f***ed :tongue:

 

I'll have to root around to find an older nif.xml.. as I pasta over the one I had without backing up to test the morphs. :rolleyes:

 

Edit: actually if I save the nif after updating it to a skyrim version... basically fiddled with the refresh on those properties at the bottom of the NiTrishape block where the shader block is hooked in... so I can avoid that error and copy pasta from a updated F3 version. didn't do that before.

 

Edit2: negative on the ordering of the niftrishapes. It makes no matter if they are organised by nifskope. At least on outfits me thinks.

http://www.skyrimnexus.com/imageshare/images/209926-1322481125.jpg

 

 

Just thought... I could use the weight slider in rather creative ways.. mutants and stuff :biggrin:

Edited by Ghogiel
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I can report that your new nif.xml throws up the error ""block 3 Properties array size mismatch"" .. in context to having a working F3 nif, stripping out/zeroing the properties, ie the materialproperty and shader node, then converting to a Skyrim nif, and when you copy branch, even with just the TriShapeData block under it, it gives me that.

I had taken most of a recent update from Amorilia after he cleaned up some things, and worked from that. But it sounds like things are working for you, unless it's a giant pain this way, I won't mess with whatever changed. I haven't done much in the way of actually playing with meshes, so let me know.

 

Edit2: negative on the ordering of the niftrishapes. It makes no matter if they are organised by nifskope. At least on outfits me thinks.

Hmm, k. I'll have to look harder to see what else the Auto-Sanitize spell may have done.

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