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any idea how to make effectshaderproperty attach with other skeleton?


Kyudong0

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I was making custom ghoul companion, helped by some youtube tutorials.

I almost made it, but there some problems that no answer could be found.

 

 

as you see, I borrowed some mesh from a clean cup that was originally in game, but I think it wasn't meant to be designed as a accessories.

 

Way I see it is those 'BSEffectshaderproperty' on nifskope won't get weighted as 'BSLightshaderproperty' So that makes those glass part stay still.

 

Any solutions? Maybe the best way is just ditch that effectshaderproperty and find any other objects that can be used as a cup and add transparency on them,..

but If there is a much easier solution and if you know about that, plz tell me.

 

thx

 

(English is not my first language so It may not be said What I was really trying to said)

 

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I don't think that stuff can just be done in nifskope? BSshader properties has nothing to do with weighting objects I though, I could be wrong...You could always try either convert the bsEffectShader property to LightShader or add a lightshader property to the object and copy the values into it then delete the effectshader maybe? I guess then you will loose the glass effect I guess, idk.

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I don't think that stuff can just be done in nifskope? BSshader properties has nothing to do with weighting objects I though, I could be wrong...You could always try either convert the bsEffectShader property to LightShader or add a lightshader property to the object and copy the values into it then delete the effectshader maybe? I guess then you will loose the glass effect I guess, idk.

 

Thx. Maybe I can find any references from other mods that using transparent glass object.

 

U have to load the ghoul body and import ur cup and paint respective body weight on the cup.

 

I'd done that. By using Outfit studio, but only those 'glass' objects won't properly weighted. Maybe because I've copy pasted the original one's effectshaderproperty. I don't know. Anyway, Thx.

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