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Slof's Robe Trader glitch


Aliro

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I posted this on the mod's comments page, but I thought it best to pop in here, as well.

 

I am having a strange problem with Slof's Robe Trader 1.3. The problem is with the brown monk robes. Whenever anyone is wearing one, there is a long brown trail stretching off from the character into infinity. It looks a little like someone grabbed a handful of robe and stretched it away from the character like a rubber band.

 

Is this a messed up mesh/texture or something worse? If anyone has any ideas, I would appreciate the help. :wallbash:

 

The rest of the robes are top notch...really good stuff, so I don't want to have to deactivate this mod.

 

--Aliro

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OK, I have since done a little more investigating, and it seems to be happening with both the brown and white monk robes and with the moth priest robes, as well. All of these robes have a part on the back of the robe that seems to be causing the problem. This sounds even more like a mesh/texture problem to me, but I am unclear how to fix it.

 

Any help would be appreciated.

 

--Aliro

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  • 2 weeks later...
  • 2 years later...
Use Corroneras Maximum Compatability Skeleton TESNexus php?id 27945 The Lines to infinity are caused by the robe being pinned to the tail slot for a more realistic movement.A humanoid race does not have a tail normally, so you need a different skeleton.
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Use Corroneras Maximum Compatability Skeleton TESNexus php?id 27945 The Lines to infinity are caused by the robe being pinned to the tail slot for a more realistic movement.A humanoid race does not have a tail normally, so you need a different skeleton.

 

You mean, 'tail bone'?

And, Slof usually includes renamed beast skeleton in archive for such items.

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  • 1 year later...

Hate to resurrect an old thread, but I tried Corroneras' maximum comp. skeletons and this did not fix the problem. Any other ideas?

You must make sure your skeletonbeast.nif is also used as your skeleton.nif. There must be tail bones in the skeleton or those polygones will not have anything to stick to and fly off into infinity. Corronera's does this, as far as I know, but there are still causes for it not working out.

Also make sure the NPC in question is actually using the right skeleton to begin with, as skeletons are assigned on a per-actor basis, and mods like MAO or similar will make them use different files than the defaults, not rarely ones "without" tails then, of course. The innovative VORB project is also coming into mind here as a possible cause for this, as well as any OS- or installation-based causes for the files not being replaced and/or used.

Coming to think of it, wasn't there a function for the bashed patch to make sure this is the case for all NPCs?

Edited by DrakeTheDragon
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