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GoblinVomit

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  1. I just can not figure this out. Scriptname TMS_puzzleDrScript extends ObjectReference bool property b_switches = false auto ObjectReference linkedRef event onActivate(objectReference akActionRef) if b_switches == true debug.notification("trigger activated") linkedRef = getLinkedRef() if linkedRef == "TMS_portal" debug.notification("door found") endif linkedRef.enable(true) endif endevent The bool is changed and the trigger is activated by another script, that part works. It gets to the "trigger activated" notification, but it can't find the disabled reference in order to enable it (that notification did not show in game). I've tried doing both linked reference and a direct property objectreference set to the specific object. It just won't do it. Can not figure out what's wrong. Also, it's taken me three tries to post this. What is that about?
  2. It might be worth mentioning in your tutorial that if you make significant changes to your mesh you may need to fix the UV map. Mine had some holes in it causing stretched texture in places, but you just have to open the UV map and fill in the holes by welding the vertices in the right place.
  3. Thank you so much for that post Koechophe! That reminded me that I didn't change the _1 model! I skipped the very last step before testing... My model now works in game! Now to continue the tutorial.
  4. Right now I'm using the femalebody_0 or whatever for weighting. I already tried copying the weight at 2. The trouble areas definitely seem to be the calves, forearms and the extra bit made by blender. I guess I'll have to figure out how to weight paint.
  5. I mean it's still stretching in game. I just did it again, saw no sign of the dirty skeleton at all but still got stretching. Should I try using the skeleton from the armour instead? edit: I tried using the armour skeleton, and tried not deleting any nodes with the "remove bogus nodes" spell, but to no avail.
  6. Still doing it. I'm gonna try giving it a bit to maybe clear the data, maybe it's still doing something weird.
  7. Ah, I didn't notice it down there, I was just looking at the one in the viewport. I'll try again.
  8. I just noticed my edited .nif has a few less NiNodes than the vanilla one. Is that a problem? It looks like neck, both pauldrons, both feet, head, fingers and hands are all missing.
  9. I redid everything starting from step 3. It gave me different faces than last time for the bonus torso partition. It's still stretching. It seems like the only thing that helps is setting both body partitions with the "PF_START_NET_BONESET" flag. That makes the main body partition normal, but the forearms, calves and the extra body partition still stretch.
  10. I definitely deleted all the vertex groups. I'll try again anyway. AS for the texture, I'm using the original but it doesn't show the full-quality texture in blender like yours does. I guess it doesn't matter.
  11. Yeah I tried reweighting a few times, with the original armour, with the body. To no avail. I've made a couple changes in nifskope, to some minor improvement. Now only the vertices associated with that additional body partition are stretching. http://cloud-2.steampowered.com/ugc/578997538672058192/CA293B5AAC930EA2932BD55C07EF5955B374B075/
  12. Having trouble exporting. It's giving me an error "NifExportError: Cannot export mesh with unweighted vertices. The unweighted vertices have been selected in the mesh so they can be easily identified." and it selects all the vertices. I can't seem to locate the problem. My skellington is clean, the vertex groups seem to have been popped in properly. I think I followed all the directions properly. On a side note, how do you get the texture to show so clean in the viewport? Mine just pops an colour onto each face (an average of colours within the face I think). On another side note, why do you set the mass for 1000 in the collision settings? Just curious. And thanks for the tutorial, I was using a different one and it wasn't quite so easy to follow. EDIT: Ok I managed to export. Someone suggested exporting a clean, non-weighted version of my edited mesh and then importing it and working from that, and that seems to have helped (or I might have just missed a step). So I went through the next part of the tutorial and loaded my mesh in game and now I look like a sea urchin. http://cloud-2.steampowered.com/ugc/578997538670369142/856FB23B28E65E3F2951735B1C860CC11FC7D797/
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