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Posted

I want to restore original game behavior. It must have been UFO...I switched to AFT and followers get stuck in the pose feature of that mod, I thought I may have turned off weapon draw.

Posted (edited)

First of all, know that I currently have no mods that change the way that basic gloves look. Also, vampire gloves (not gauntlets) added by Dawnguard are basically just black-colored versions of basic villager gloves, so I'll assume that they both use the same basic mesh model. That being said, I noticed that, when wearing vampire gloves, there is a wrist gap:

 

However, when wearing the basic farmer gloves, there is not (I don't need to post an image because it looks fine). I'm obviously using UNP, so I'm wondering if this gap exists even in the vanilla game. If it does, I'll properly report it to UDGP. However, if it is a UNP thing, then I would probably need to make a completely separate mod request thread asking for UNP compatible gloves (unless one already exists, of course).

Edited by MidbossVyers
Posted

I am looking for a mod that provides a new types of vampire eyes. If I remember well, with this texture, there is no pupil on the eye, and the entire eye looks a bit like illuminated by a diluted fire.

 

It kind of annoys me, for I am sure I saw it a few days ago.

 

Does someone know which mod I am talking about ?

Posted (edited)
  On 3/14/2015 at 7:07 PM, MidbossVyers said:

First of all, know that I currently have no mods that change the way that basic gloves look. Also, vampire gloves (not gauntlets) added by Dawnguard are basically just black-colored versions of basic villager gloves, so I'll assume that they both use the same basic mesh model. That being said, I noticed that, when wearing vampire gloves, there is a wrist gap:

 

  Reveal hidden contents

 

However, when wearing the basic farmer gloves, there is not (I don't need to post an image because it looks fine). I'm obviously using UNP, so I'm wondering if this gap exists even in the vanilla game. If it does, I'll properly report it to UDGP. However, if it is a UNP thing, then I would probably need to make a completely separate mod request thread asking for UNP compatible gloves (unless one already exists, of course).

this is quite a weird bug, because even if you take the mesh for the farmer gloves, replace just the textures with those from the vampire gloves and copy the mesh in \data\meshes\dlc01\clothes\vampclothes\vampglovesf_1.nif then the wrist gap will appear, but if you leave the mesh in the \data\meshes\clothes\farmclothes03\ folder and keep the filename farmerglovesf_1.nif, then there's no gap... so it probably somehow depends on the path of the mesh...

Edited by cubedj21
Posted
  On 3/14/2015 at 9:22 PM, AbsolutumDominium13 said:

I am looking for a mod that provides a new types of vampire eyes. If I remember well, with this texture, there is no pupil on the eye, and the entire eye looks a bit like illuminated by a diluted fire.

 

It kind of annoys me, for I am sure I saw it a few days ago.

 

Does someone know which mod I am talking about ?

maybe this one?

 

  Reveal hidden contents

 

Posted (edited)
  On 3/14/2015 at 11:45 PM, cubedj21 said:

 

  On 3/14/2015 at 7:07 PM, MidbossVyers said:

First of all, know that I currently have no mods that change the way that basic gloves look. Also, vampire gloves (not gauntlets) added by Dawnguard are basically just black-colored versions of basic villager gloves, so I'll assume that they both use the same basic mesh model. That being said, I noticed that, when wearing vampire gloves, there is a wrist gap:

 

  Reveal hidden contents

 

However, when wearing the basic farmer gloves, there is not (I don't need to post an image because it looks fine). I'm obviously using UNP, so I'm wondering if this gap exists even in the vanilla game. If it does, I'll properly report it to UDGP. However, if it is a UNP thing, then I would probably need to make a completely separate mod request thread asking for UNP compatible gloves (unless one already exists, of course).

this is quite a weird bug, because even if you take the mesh for the farmer gloves, replace just the textures with those from the vampire gloves and copy the mesh in \data\meshes\dlc01\clothes\vampclothes\vampglovesf_1.nif then the wrist gap will appear, but if you leave the mesh in the \data\meshes\clothes\farmclothes03\ folder and keep the filename farmerglovesf_1.nif, then there's no gap... so it probably somehow depends on the path of the mesh...

 

So mesh swapping does not work? I was almost going to do that. What is causing this, then? Also, just to confirm, this is happening for other UNP users, as well, right? For once, it's not just me?

Edited by MidbossVyers
Posted
  On 3/15/2015 at 12:08 AM, MidbossVyers said:

 

  On 3/14/2015 at 11:45 PM, cubedj21 said:

 

  On 3/14/2015 at 7:07 PM, MidbossVyers said:

First of all, know that I currently have no mods that change the way that basic gloves look. Also, vampire gloves (not gauntlets) added by Dawnguard are basically just black-colored versions of basic villager gloves, so I'll assume that they both use the same basic mesh model. That being said, I noticed that, when wearing vampire gloves, there is a wrist gap:

 

  Reveal hidden contents

 

However, when wearing the basic farmer gloves, there is not (I don't need to post an image because it looks fine). I'm obviously using UNP, so I'm wondering if this gap exists even in the vanilla game. If it does, I'll properly report it to UDGP. However, if it is a UNP thing, then I would probably need to make a completely separate mod request thread asking for UNP compatible gloves (unless one already exists, of course).

this is quite a weird bug, because even if you take the mesh for the farmer gloves, replace just the textures with those from the vampire gloves and copy the mesh in \data\meshes\dlc01\clothes\vampclothes\vampglovesf_1.nif then the wrist gap will appear, but if you leave the mesh in the \data\meshes\clothes\farmclothes03\ folder and keep the filename farmerglovesf_1.nif, then there's no gap... so it probably somehow depends on the path of the mesh...

 

So mesh swapping does not work? I was almost going to do that. What is causing this, then? Also, just to confirm, this is happening for other UNP users, as well, right? For once, it's not just me?

 

I'm really not sure what exactly is causing this... but you're not alone with this bug.. this is probably happening to every UNP user ;))

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