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Hanaisse

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Everything posted by Hanaisse

  1. Ok, all 3 of the BSTriShapes for the armor are missing Tangents and Normals. I believe this should be part of the export options in Max, but I don't know enough about Max to say for sure. The body doesn't need it (although the body is missing the _s.dds texture).
  2. Seems to be a problem with downloading the attachment, could you PM it to me? Maybe that'll work better.
  3. Alright, sounds like more issues than you originally thought Post the .nif file here, I'll take a look.
  4. The vertex count of your _0 and your _1 nifs must match exactly, or you'll get exploding armor results. Carefully examine your meshes for any discrepancies.
  5. What you are seeing in both cases is the Havok physics of the engine. All objects interact with the engine using collision, which tells it how to act in game. For example, all architecture have "static" collision - immovable, impenetrable, clutter has less rigid type of collision that it can be manipulated in the game. In the case of the potion bottle, it was never meant to interact with in the game, it was only a mesh to be visible in your inventory. This is why it's spinning oddly when you put it in the game. If you want to use that mesh, it needs to have it's collision remade so that it's similar to other clutter items. You can do this one of two ways: 1. In NifSkope, copy the two NiTriShape branches of the bottle, and paste it into another regular potion bottle mesh (that you know works in the world), then delete the original bottle of that mesh, or 2. In NifSkope, delete the branch bhkcollisionobject (the collision), and remake it by highlighting the NiTriShape of the bottle, right click > havok > create convex shape. This will give you the framework, you'll have to open another potion bottle mesh and go through each option to make your new collision the same as the existing example. In the case of the alchemyworkstation mesh, that's a complex mesh and not a good idea to try to take one piece of it and turn it into something else in NifSkope. This would be a job for a 3D editing app.
  6. Hello Fiora, welcome to TES Alliance! The sound a mesh makes when hit (or walked on in your case) is based on what's called "Collision Havok Material". This is a value included in the collision object of the mesh itself and can easily be changed with NifSkope. Open the nif file. Expand all the bhkCollisionObject block. In the Block Details, scroll down to find the Chunk Materials option. Expand into that to find the "chunk material". Double click on that value and you'll get a drop down box with all the materials Skyrim uses. Find the wood one, save the nif. Important Note: You'll first want to make a copy of whichever mesh you used for your floor, or you'll end up changing every single place that mesh is used. Copy the .nif file itself, give it a new name, change your textures, then make a copy of the Static record in the CK, point it to your new mesh and replace your floor with the new object. Good luck with your project.
  7. It's lost all the vertex colors, something 3DSMax is notorious for. With the latest NifSkope though you can copy the entire vertex color array from the old to your new to get it back.
  8. Thank you for completing the course. Dolphin, Lady, I've had a quick look at your pictures and they look amazing. I'll have a closer look at them soon and advise if I see any issues/concerns. Sorry, but with the forum upgrade there are no more medals. The reward is knowledge!
  9. News travels fast on the internet. Reposting here for posterity. See original report and obituary here. Many of us here know Ysne58 as probably one of the best and most dedicated beta testers this site has ever had. Most of us have had our mods tested by her and she will live on through those memories. RIP Ysne.
  10. No, absolutely not. The mesh will turn blank until you add a new Skyrim BSLightingShaderProperty, but it won't be deleted.
  11. There's no possible reason for it to be blank. Reinstall Blender and everything associated with it. Install in the order the programs are listed on that page.
  12. Just clicking on the link? It's just an attached file, shouldn't be any issues downloading it, unless the site is still having problems from the last upgrade. I'll PM you another zipped version.
  13. Never give up. Use this modified head nif. If this doesn't work then uninstall your Blender, NifScripts, and Pyffi and make sure to download from the links on the Blender page garnet linked above. skymalehead.nif
  14. Ok, that's definitely a corrupted mesh. I suggest you start again, change the User Versions first, then delete the BSLightingShaderProperty block, save under a new name. Then try to import to Blender. Are you sure you have the latest version of NifSkope?
  15. Ok, I don't see anything wrong in the pictures, but that doesn't mean there isn't. I can import malehead.nif just fine in my setup. Possibly there's some kind of extraneous info in your nif hiding somewhere. Attach it here for me please?
  16. Changing the User Versions and deleting the BSLightingShaderProperty block (entire block, not just that branch) is all you need to do. Post a picture of the exact error message you see in Blender, and post a picture of your "import ready" mesh that you're using. Issues like this require more details than just 'it doesn't work'.
  17. Those are various "Markers". In this case, they were a setup for the Civil War but the seige on Markarth was cut from content before publishing. It's basically left over garbage now. Do not try to delete them (you'll just cause issues). You can safely ignore them and build your personal house though. The best way to 'ignore' them is to either 1) turn of Markers from view or 2) click on the boxes and hit the #1 key twice to make it temp disappear so you can see what you're doing.
  18. Doubtful, as you cannot add a talking activator to a faction needed for merchants. So it would have to be a custom race thing. The draugr glowing eyes is part of the mesh. It also includes a magic effect (abFXDraugrEyes) and scripting which I presume turns the effect on and off.
  19. From what I remember (and I could be wrong), lip files generation is broken in the CS v1.2. You could try using the Construction Set Extender though I'm not exactly sure he's fixed it, or downgrade the CS to v1.0.
  20. Thank you for the information, however, I feel I must clarify an important point; Not all meshes require conversion. Most meshes made for original Skyrim will work just fine in SSE, especially statics as they already have tangents. I know I've been told my mods work just fine and I've done nothing to them. If there is a problem mesh, or any meshes with skinning (clothes, armor, hair) running it through the SSE Nif Optimizer tool (linked in the second post) is the best option.
  21. What's in his container inventory? Couple of things I noticed, which may or may not have any importance... your vendor doesn't appear to have a persistent ref ID and have you tried changing the Location in the vendor tab to In Cell?
  22. There's only certain voice types that have Innkeeper dialogue. Might want to double check that.
  23. What does the vendor tab of his services package look like? Does the NPC have a voice type that allows merchant dialogue? Are you testing on a clean save?
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