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Duude98

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  1. Thank you, although I'm afraid to say that's been less effective than I had hoped. I went through my backups folder, and the earliest one was from may of 2017, in which the bug is still apparent. I have backups going back to 2015 in an external hard drive somewhere, although I would rather regenerate my worldspace from its heightmap and start over than go back that far. I should also mention that I discovered other worldspaces and interiors added by my mod load from saves just fine, it seems to be just the main worldspace that is causing problems. If it were the mod itself, wouldn't more areas cause this problem?
  2. Alright, let me start by just saying I'm not exactly expecting a miracle. I have been working on this mod for a few years now, and the other day I discovered a bug that had gone unnoticed for I don't even know how long. I can warp into my custom worldspace just fine, walk around it and everything. No problem. But, if I save inside it and the try to load that save, I get an instant CTD. This whole time I had been warping there from the main menu each time to make sure that the changes were taking effect, I hadn't considered that a bug like this might occur. Is there any chance that this could be fixed or is this sort of thing hopeless?
  3. Hey! I have been working on some static models for Skyrim for a while now. For a long time, I could export the models to a nif from Max and they would be fine. I sent the scene containing everything to a friend to get some finishing touches done on them, but now when I export them from max, they are completely invisible unless I apply a texture to them in max first, and even when I do that, the model's parts export at the incorrect location and rotation. Nifskope also gives these errors when I open it, both before and after I put it through nifconvert. I am not a 3d model expert, so I don't know what would cause this or how to fix it. I just know that this scene used to export 100% fine, but something must have changed. Could someone take a look at this and see if something jumps out as being wrong? Thanks! Samples.max
  4. Hm, I see what you mean with the eye thing. I was hoping to get away with not bothering with adding the new eye models, because the race is fish people and their eyes could reasonably just be solid black, but it does seem to be causing problems. I did also try to make a new headpart for the race, and that did actually help! The various morphs do somewhat resemble expressions now, but they are still very glitchy... So, I guess the next thing to try would be to delete the inside of the mouth and the eyes and see if that makes the morphs not do that?
  5. I can import tris into max, but each morph looks exactly the same to me... I could be using it wrong though. The max plugin is kinda finicky, and I tried the blender plugin but I couldn't get it to work at all
  6. Ok, well thanks anyway. I was tipped off by a friend that exporting nifs through max automatically converts to triangles, and so I decided to export to nif and then convert them to obj through nifskope. That kept the faces from being stripped, and they compile and decompile into tri files fine now, but the initial problem was not solved. The morphs still do whatever they want. I know that I am close now though! femalehead_new.tri
  7. Thanks, that should help a lot. Unfortunately I am rather inept at 3d modeling, and while I can find plenty of tutorials for converting triangles to quads in max, the only thing I can find for the opposite is to select all the verts on the given mesh and hit connect, which did not fix the problem. Do you know how to achieve this, or can at least point me in the right direction?
  8. Hey, thanks for the reply! It seems that TriCreator.exe is what is stripping the faces, at least to me, as all the obj files pre tri creation are fine. I also double checked my max export settings and those check out as well. Come to think of it, TriCreator has acted strange in the past to me(for example, it would ignore the last six or so characters in each line in the text document, so I had to add garbage characters to the end of each line so it would read it correctly and compile, but it thankfully stopped doing that). Finally, I have yet to check each individual obj, but the ones I did check all have those f lines(Though they look more like "f 589/675/2132 545/631/2133 588/674/2134 597/683/2135")
  9. Hello! I have been following this tutorial, and while there seems to be no tutorial in existence for exactly what I want to do(feel free to prove me wrong on that, that would actually be almost just as helpful), this one gets me pretty close. I want to take a head mesh from a model in max and create entirely new tri files with it 100% independent from the ones in the game, for a new race I am adding in my mod. I had more success than I initially thought I would, as I actually can get the head mesh to appear in the CK and deform for expressions and lipsyncing, but the deformations basically just do whatever they want. Additionally, the part about the conformulator at the bottom does not really make sense to me. From my perspective, it achieves the same thing that tricreator.exe achieves a few steps earlier in the tutorial(and even when I try to use it, it crashes, or just tells me the morphs weren't applied. It might be windows 10, it might be my tri files - I don't know). Does anyone know what I might be doing wrong? I notice that the tutorial states that if I don't fix the first line from the exported objs in notepad that will most likely be the culprit of broken morphs, but I have double checked all the morphs and they all look good. femalehead_new.tri ZoraFemaleHead.nif
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