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flipdarkfuture

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  1. Hey there, it's been a while since I've posted here about a problem with my armor's skeleton not showing properly in the Creation Kit, and making it crash as a result, so now that I'm getting back into this I thought I'd ask a question I probably should have asked sooner. What settings do I need to enable to ensure the rig on my clothing behaves properly inside the Creation Kit? What does the Pad and Sort Bones option do?
  2. ^ Yeah, it's essentially based on cosmic luck whether the skeleton decides to behave or not. I gotten a few issues with bones not being found when looking at the armor in the Creation Kit. Boom, it decides to crash. Or it doesn't. It really is quite moody.
  3. ^ Don't need to do that. This mesh is part of a full outfit, and there's already a piece that has the baseshape body. I use Blender 2.7 for rigging and so far it's worked fine. The problem I'm having is that inside the Creation Kit the mesh becomes very stretched and messed up. By itself the model for the armor piece is completely fine, as shown below but I try to preview it on the actor themselves with the other pieces of the outfit... I've gone through the bodyslots for each piece, but so far I haven't found any mismatched numbers or anything.
  4. So, has anybody had any issues when it came to exporting custom clothing or armor out of Blender and into Nifskope? I keep running into this error where the skeleton ends being all jumbled up and messy when I view the exported file in Nifskope. In Blender itself, the skeleton is completely intact. So I'm not really sure what's causing this. Here's two images of some custom meshes I'm working on inside Blender. And here's what happens to the skeleton of the exported file inside of nifskope. Has anyone run into this issue before?
  5. After multiple head-on-brick-wall collisions, I too have made the jump from 2.49b to 2.72b. I think it's much easier to do now, although the layout for a lot of the settings is completely different because of the change between UI. I am thinking of making a short tutorial going over it actually. It's quite a big leap and I was lost for a few weeks trying to find everything.
  6. I've run into this issue before, but I've never been able to figure it out. Whenever I export this mesh into Nifskope, it has these strange shadowy patches all over it. I have no idea what they are. Does anybody know that this kind of problem is?
  7. Yeah, I'll PM the NIF and make a Blend file out of it too. If I can get this issue sorted with one NIF, then I can easily fix the others. They've all ran into the same error in the CK. So at least its consistent, I guess. I'll go through your tutorial as well. Although if it helps, I did make these NIFs in Blender 2.72 with the latest nifscripts, so I'll import them into Blender 2.49 and work on them in there.
  8. So, after spending a few days making up these RWBY outfits as my first custom outfits for Skyrim, and after reweighting them and reworking them to match the latest CBBE body, I'm now having a issue with them in the Creation Kit, where it can't find the bones for their models. Here's a example of what I mean. I'm not sure what the issue is. I copied weights from the body mesh I used as my template to my custom mesh, and I imported the skeleton of the body mesh and parented it to my mesh, yet the problem still occurs?
  9. Hey there, I'm working on making a mod that separates the vanilla and DLC armor sets (pretty much every piece of clothing or armor in the game that is supposed to be worn in two pieces instead of one), and I've started with the Forsworn Armor. However, I've run into a strange UV issue that only shows up in Nifskope. The body's UV map doesn't display the texture correctly. I haven't taken a look in Skyrim's files, but I have a feeling its because I'm using the body texture meant for the _1 body and not the _0 body. If anybody has some suggestions in the meantime, they're more than welcome. Edit: I found the issue; somehow the UV map of the body mesh was deleted, I fixed that. Now I just need to get it to Nifskope.
  10. ^ It's all good. Your tutorial is absolutely fantastic by the way.
  11. ^ Okay. I followed your tutorial to the point where it was talking about looking at UV sets inside the BSLightningShaderProperty. However, where it was supposed to say 4037 or something along those lines it was greyed out and had 0. I tried to have a look at the UV Template itself in Nifskope but it just came up with a message saying the Texture data is not available.
  12. So, I've been using blender 2.49b and nifscripts to import armors into Blender to modify. I decided that I wanted to modify the skaal clothing to make a unique set for a companion quest mod I'm figuring out the details for, so I made the changes in blender, re-added the weights using a vanilla body mesh, played with the skeleton to check for clipping and smoothness, and took it back into Nifskope. This is what the outfit looks like in blender, ready to import back into nifskope. I opened up Nifskope, changed the user versions to change it back to a Skyrim-compatible format, and essentially readded the texture nodes and. However, no matter what I do, or what path I choose for the textures, the outfit always shows up as white. I've made sure that textures are enabled in nifskope, and my texture path is pointing to the Skyrim data folder, where my mod's files are contained. I have no idea what I've done wrong, or what I need to do to fix it.
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