Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

henshu

Allies
  • Posts

    13
  • Joined

  • Last visited

henshu's Achievements

Novice

Novice (2/11)

0

Reputation

  1. x.x oh geeze, of course it would be something that simple. Yep, that did it. Thank you! Sorry if this took too much pondering time.
  2. The original mesh didn't have a Vertex_Alpha flag, but adding it didn't fix my crashes. Exporting the texture from gimp with the specified compression level didn't help either... Trying with the updated texture without the flag... crashes again. It doesn't seem likely that it's a problem with my textures. I made the other pieces of armor(boots, bracers, helmet) using the alternate texture system within the CK, no mesh editing, and they have fur edging and work fine... The bracers actually use the same texture file as the torso piece. Here is my mesh. Hopefully you will see something that I haven't and make me feel foolish
  3. Hey Hanaisse, I'm having another silly problem. I'm working on a torso piece which is a combination of existing armors with edited textures. When I add a NiAlphaProperty the CK crashes when I try to load the mesh. Without the property, the portions which are meant to have alpha properties on are completely invisible(both in CK and in game). I've been copying the NiAlphaProperty and BSLightingShaderProperty from the original files and only changing the first texture file so that they are using the original normal maps. This works fine for my sleeves and pants, but not the parts with fur edging. Any idea what I'm missing? You are easily the most helpful person I've ever come across in relation to Skyrim modding. Thank you for all of your assistance to us rookies.
  4. Hi all, I'm currently attempting to rig up the start of my new quest by having the courier deliver a note. I'm trying to use the vanilla courier without any edits to his quest or scripts. I stole the script from the one for the Mythic Dawn museum pamphlet: WICourierScript vWICourierScript = pWIcourier as WICourierScript vWICourierScript.addAliasToContainer(NoteAlias) It compiles and triggers fine, the courier shows up and initiates dialogue as always. I see in the dialogue that the items are supposed to be delivered at the "looks like that's it, got to go" line, which he says, but I don't receive the note. Any ideas as to what might be going wrong?
  5. oh! I didn't include that because it was absent from the original mesh. I didn't realize those flags could impact these kinds of issues. It worked! Thank you so much! I can finally move on with my mod
  6. I sent you the PM with the mesh.. Did you get it? Do you need me to send the textures as well?
  7. Here is a screenshot: https://docs.google.com/file/d/0B-UtklOnag5OY3VXQWVVU1ZVbkk/edit?usp=sharing I've tried using the full body, using malehead.nif, and using an existing hat, but no matter what I do it does this. When he's standing up perfectly straight, it looks great, but when he tilts his head, the crab just stays up there.
  8. It looks like the standard body mesh doesn't have a bone for the head. Have you rigged a helmet using that mesh? I'll go through later today and try that and other methods again. This time I'll take thorough notes =p The mesh does appear in the correct location, perched right on top of the head. It just doesn't articulate with the head. Oddly, when the object had two meshes (a Fine Hat and the aforementioned static mesh), the hat would articulate properly and the other mesh would still trail behind. I'm really starting to think that it's some hidden aspect of the mesh itself that I can't find. I went through every line in nifscope comparing the file to a functioning hat, and the discrepancies that I found and altered didn't seem to make any difference. One thing I did see in nifscope: under the NiTriShapeData, there are two lines labeled Consistency Flags. On the unaltered hat mesh the first is CT_MUTABLE and the second is CT_STATIC, with the first line being grayed out and un-editable. The flags on my mesh vary with attempt, but sometimes will have CT_STATIC on the first line, grayed out. Are you familiar with these flags, and could they be causing me trouble? Does the order of flags in nifscope actually matter? Thanks for all your help.
  9. Okay, well every attempt I make now reliably appears in-game (it seems to have been an issue with the original item having environmental mapping and the game finding that inappropriate for hats), but it's always floating in the general vicinity of the head. When the character is standing up straight, it's in the right spot, but when they move it stays directly above the spine and doesn't tilt with the head. I'm figuring there must be some magic armature solution that I just don't see.
  10. I got past my other issues, now I'm attempting to turn a previously static object into a helmet/circlet. So far it either doesn't appear, or appears but doesn't stay on the head properly (will sort of drift behind the character, then catch up) Do you have any specific advice for head pieces?
  11. Hi! Fantastic tutorial, but I'm running into some troubles -_- For my project I took the cape from the fur armor and put it over a standard piece of farmer's clothing. I'm running on the assumption that multiple clothing meshes in one nif are okay, because many of them work that way already by including body parts and underwear. I slightly adjusted the position of the cape and modified the neckline to accommodate the collar of the farmer's clothes. They show up in the creation kit but with none of the textures visible. I'm using the original textures, and I have exported them from the bsa. The CK does not give me in error. When I load the clothing in Skyrim, it's invisible. As suggested in the tutorial, I am currently using the _0 mesh in place of a yet to be created _1 mesh (I mention in case a poorly fitted outfit would cause this issue) Any advice would be greatly appreciated! -Henshu
×
×
  • Create New...