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Found 2 results

  1. First I want to just say that I am sorry if this is the wrong section to start such a thread. It was suggest I try here first and I hope this won't cause any distractions or inconvenience to any MOD or ADMIN who must deal with the nuances of filing this in the proper Forum section. I will be following any replies and will at the very least count it towards a learning experience. SUBJECT SKOOMA: WANTED! For information on various cultural, political, legal and social aspects and impacts of the usage, consumption, manufacturing and sales as well as possession. Seeking any lore data If anyone could help me find information of the above in RED statement(s) or just feel like sharing your own views here it would be very much appreciated.. Examples of particular information is : 1. In what culture or nation is it considered to be legal / illegal? 1b. How is it dealt with by way of legal methods such as jail terms / fines death sentences, social shunning? 2. What races and or cultures is it most widely used? 3. Is it a potion, a beverage, or a drug? 3b. How and from what is it made? 4. Anything else you can think of would also be helpful. Any links or information you can help direct me to would also help me in working on my story line which I hope stays lore friendly even if we must journey along paths where the roads just don't go anymore.. THANKS in advance for anyone who can contribute time, wisdom, and guidance.
  2. Ok, I can create character animations in blender and export them to the game without much trouble, but I run into problems as soon as I try to create involve an idle object mesh. If I add a "NiStringExtraData -> Weapon" field to an Idle object, It attaches itself to the weapon bone in-game. When I try to attach the bone (using a ChildOf constraint) in blender, its rotation is completely wrong. I only get this issue in blender, in-game it works fine. The main problem is that the blender issue stops me from creating any animations using my idle object. I only really want to create an animation like the vanilla Bethesda ones (e.g. painting, drinking from a mug) but due to the object rotations in blender and in-game not matching, any animations I make will be out of sync with their idle object. A good way to see what I mean is to try and get one of the default Bethesda animations into blender that uses an Idle Object. He animations itself works fine, but as soon as you parent the object to a bone on the armature, it doesn't line up like in-game. Thankyou for any help I can get, I don't have a clue what to do next.... PS - I also found that the exact same problem can be triggered in blender when parenting a sword mesh to the weapon bone. The rotation of sword is all wrong compared to in-game, even though all the rotation and location values read 0 in the transformation properties window.
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