Viking507 Posted January 16, 2013 Share Posted January 16, 2013 Greetings :D I've been working on a pretty huge mod in the past few months, and I ran into some trouble a while ago, was hoping someone here would be able to give me some advice :) So, I wanted to add another "stormcloak" styled guard outfit into the game, just added a new color of the tabard they're wearing. I took the 2 meshes (1stpersoncuirassm_1), and (cuirassm_1), extracted the texture, repainted the tabbard, renamed things so it'll be an added armor instead of a replacement, etc.(I used the scaled-looking armor, like solitude guards wear) But, the problem is:When I tested it in-game, it looks good, both models work, everything's sweet. When I wear the armor, it looks fine. BUT, when a guard NPC I've created (and probably other NPC's) wears my armor, everything's ok except for his forearms - the bare hand part between the edge of the glove and the shoulder chainmail is thickIt looks as if his arm is twice as thick, and his flesh even covers some of the glove!Kinda as if he's "supposed" to have sleeves with the armor, but instead of a sleeve texture, it uses his ARM texture I have added screenshots If my problem isn't clear enough, or if additional information is needed, please let me knowI would REALLY appreciate some help with this issue, maybe someone who really knows his way around stormcloak armors - it'll save my mod xDBesides, you guys are the ones who'll be playing the mod when I upload it =P don't want no buggy sleeves xD Awaiting response! =D Link to comment Share on other sites More sharing options...
ghosu Posted January 16, 2013 Share Posted January 16, 2013 (edited) You copied/used/named the correct nif files when you created the CK forms? There are .nif files for male/female and body size...and this looks like the skinny gloves (name_0.nif) on the heavy body (name_1.nif). Edited January 16, 2013 by ghosu Link to comment Share on other sites More sharing options...
Viking507 Posted January 16, 2013 Author Share Posted January 16, 2013 You copied/used/named the correct nif files when you created the CK forms? There are .nif files for male/female and body size...and this looks like the skinny gloves (name_0.nif) on the heavy body (name_1.nif). As you can see in the right-most screenshot, I've duplicated the exact same NPC, changed his armor to a vanilla guard armor, and the exact same gloves on both of them - I placed them next to each other, and you can see a change - so it doesn't have anything to do with gloves or body type, just the cuirass itself I've re-checked, and everything's named properly, and I haven't started a female version yet, not untill I figure out this male bug (which would probably apply to females as well). As for the male, name-wise, all files are ok Link to comment Share on other sites More sharing options...
Deleted3487703User Posted January 18, 2013 Share Posted January 18, 2013 I haven't messed with the guard cuirass specifically, but in similar cases that I have seen the exposed arm is actually a part of the chest armor's .nif, even though it's bare arm. So the suggestion that the problem stems from the heavy-bodied *_1.nif being used for the cuirass while the *_0.nif (or a blend between the two sizes) is being used for the gloves is where I'd start looking, too, as the arm morphology is ultimately defined by the cuirass meshes (in fact, in the third screen shot it's quite clear that the modded body/arm on the left is considerably more burly than the un-modded anatomy on the right). I'd make sure your *_0.nif for the cuirass is there, is indeed a different, thinner version and not just a straight copy of the *_1.nif, and is set up properly so that it's actually being used by the engine. It's fairly easy to accidentally overwrite one or the other with the wrong version and wind up with both weights being identical (Another thing you might check is that you don't have your *_0.nif and *_1.nif reversed, such that the 0 which should be skinny is burly and the 1 which should be burly is skinny. I've never made that particular dumbass mistake, but I've made plenty of others...) --Dreogan Link to comment Share on other sites More sharing options...
Viking507 Posted January 19, 2013 Author Share Posted January 19, 2013 Thanks for the tips Dreogan, I'll probably have more time to look into this tomorow But I have a feeling it might have something to do with the "sleeved" version of the armors, which bathesda DID originally create (meshes, and you can even find the sleeves in the armor's texture), they just haven't added that into the game This mod actually utilizes that: http://skyrim.nexusmods.com/mods/25868 I've probably somehow managed to make that mesh float to the surface, but not the texture for the sleeve xD But, again, might also been what you've suggested so I'll make sure to cover all that up tomorow :D Link to comment Share on other sites More sharing options...
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