ReploidSolis Posted January 21, 2013 Share Posted January 21, 2013 I've seen the Argonian Tail mover/Fix that places the argonian tail at the base of the spine. But I read that the Khajiit tail does not like nifskope. The tail looks kind of awkward on a female Khajiit (Well, I use a Dagi-Raht.) especially with body mods, looks like she's wearing a tail *censored*. Isn't a tail supposed to be at the base of the spine? This is just my understanding. Simply asking if its possible to move it or anything. Because I know ZERO about modding, not even how to use nifskope let alone press the right buttons. Link to comment Share on other sites More sharing options...
StankyDoge Posted January 21, 2013 Share Posted January 21, 2013 Not going to advertise, but if you google search hard enough, there is a website with the solution. The tutorial basically tells you exactly what to click in Nifskope, so it requires no skill, just the ability to read and click on what you're told too. ;3 Link to comment Share on other sites More sharing options...
ReploidSolis Posted January 22, 2013 Author Share Posted January 22, 2013 With respect...I'd rather leave it to a professional modder. Link to comment Share on other sites More sharing options...
ReploidSolis Posted January 22, 2013 Author Share Posted January 22, 2013 (edited) Edit: How the hell did that happen? Thats the wierdest double post ever o_O. Edited January 22, 2013 by ReploidSolis Link to comment Share on other sites More sharing options...
itsJasonHD Posted March 28, 2013 Share Posted March 28, 2013 Not going to advertise, but if you google search hard enough, there is a website with the solution. The tutorial basically tells you exactly what to click in Nifskope, so it requires no skill, just the ability to read and click on what you're told too. ;3 How about linking the site in someones pm's so that they can find the site because google hasn't shown me a single result. Link to comment Share on other sites More sharing options...
Derok Posted March 28, 2013 Share Posted March 28, 2013 You can use nifskope to raise it a bit, really easy to do. Link to comment Share on other sites More sharing options...
CrashMasterJMM Posted April 17, 2013 Share Posted April 17, 2013 (edited) You can use nifskope to raise it a bit, really easy to do.If someone were to explain how to do that.. or link and or make a tutorial on it, would be great =^_^=. I'm using it right now to try and raise the tail, and weather I edit the tail, or the body skeleton, I get no results at all after saving. Female Khajiit still have butt plug tail syndrom. Edited April 17, 2013 by CrashMasterJMM Link to comment Share on other sites More sharing options...
Derok Posted April 17, 2013 Share Posted April 17, 2013 (edited) So... Right click the mesh, transform, select edit and use coordinates under the word "translation" to move the mesh as your liking. Then, go back to transform and select apply. It will show an error, don't worry and click yes. I had your same problem because I forgot to apply the changes :) Edited April 17, 2013 by Derok Link to comment Share on other sites More sharing options...
CrashMasterJMM Posted April 17, 2013 Share Posted April 17, 2013 (edited) So... Right click the mesh, transform, select edit and use coordinates under the word "translation" to move the mesh as your liking. Then, go back to transform and select apply. It will show an error, don't worry and click yes. I had your same problem because I forgot to apply the changes :smile:Hmm.... so far, no dice... I did what you said to do, I took the very last tail bone, translated it to the height I wanted it (the height of NPC Spine1) I hit the accept button, went back to transform and hit apply. No error message popped up, but the first set of double cone shaped ragdoll consraint... thingies... snapped to the center of the pelvis and there was still no change. There was a tutorial I found that suggested attaching a parent NiNode and adjusting _its_ height. That did work, BUT... only so well. Without the new parent node, repositioning the tail bone stretched the bone to my liking so the pivot point for animation would look natural. With the new parent node, the entire position of the tail could be adjusted unattached from the pelvis, BUT the bone would prove to be too long and to my knowledge can't be resized at this point, and unless I translated it horizontally into the body, it would look detached and float near the khajiit. However, doing so, the new parent node is also the new pivot point for the tail's animation, and the thing looks like its sliding within the body when walking or running. Editing it directly without adding a new node seems not to show any changes in game after saving, where the opposite does. I'm at somewhat of a loss. Edited April 17, 2013 by CrashMasterJMM Link to comment Share on other sites More sharing options...
Derok Posted April 17, 2013 Share Posted April 17, 2013 I don't know about the skeleton, but try to lift tail mesh itself. It will work fine! Link to comment Share on other sites More sharing options...
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