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Found 3 results

  1. I'm using the Controllable version of this skeleton in my mod for max compatibility with other mods and because it has a ton of places to mount things on the character. https://www.nexusmods.com/oblivion/mods/37596?tab=posts If you open the 'For Modders' folder's Skeleton .nif from this mod in Nifskope, there's a Bip01 R Hp1 NiNode (Block #1101). I'd like to mount a mesh here for a custom item classified as a clothing piece in my game. My world model is just the static version of my model, if you drop it, it floats. Not exactly sure why. I've attached my static model nifskope data (static.png) and my clothing(biped model) nifskope data. BSXFlags is 2 on both of them. In my esp it's marked as a "Tail" under Biped Object in CS. I'm not sure what this should be set to since my Srn is set to a custom node for a modded skeleton. I'd prefer to keep this in nifskope as much as possible, because while the learning curve is steep, it's a walk in the park to add custom content in the game once you get it down. When I equip the item in the game, regardless of what I have equipped, it doesn't show up. Thanks for your time if you decide to chime in. STATIC MESH BIPED MESH
  2. Good day to everyone I'm struggling with this problem since a long time and I can't find a solution on my own, so after all these hours lost in attempts without understanding anything, I guess my only solution is trying to see if someone can help me with a clue. I have few almost finished works which are in stale because of this. Sorry if I will write some long description but the subject for me requires some words to be explained. I'm working on Blender 2.49b and I'm working on old style meshes (Fallout/Oblivion, not Skyrim), but I only need to understand the concept, I think it's almost the same system for new meshes or using another software like 3ds. I think you could have different shaders, different bone names, or dismembering parts, but the concept below should be the same. Also, don't make difference for me if I say creature, body or outfit, so if you see these terms mixed in the description just think they are synonimous and I wrote bad Generally, when I work on a outfit or a body, when I do a port or a conversion, I bone weight copy from another body (and or modify by hand if required) and then import the same body with the option "import skeleton only + parent selected", then I export the result. Everything's fine. Now I need to modify a skeleton for a new creature, because I need to move some pivots for custom animations, and my issue comes from there. I can't recreate from scratch a skeleton.nif because I really can't recreate the Constrants / Bounds and all these things that handle collisions or dismembering etc. it is really too hard for me to understand. I also tried it without them: I created a new skeleton, it was ok in nifskope and blender but it wasn't working ingame (the mesh isn't visualized, like a non-weighted mesh) (on a side note, I even tried to manually copy all these havok infos by nifskope... long pain for no results) So, I took the path of modifying an existing skeleton.nif, since I just need to move few bones. Essentially, if I modify the bones in Edit mode, I obtain what I want, I create my custom animations, everything works flawless in nifskope and Blender, but it won't in game, the nif will be distorted (distorted as if the bones are not in the correct position, not some weird visual issue). Still, this is a better result, it means it is weighted and the animation works too (even if not as intended since it's like if the bones positions are all messed up). This is, I think, because when I inject a skeleton from an existing outfit those bone positions are modified comparing to my modified skeleton.nif On the other side, if I inject my modified skeleton.nif (+ import skeleton only + parent selected + re-create vertex names + re-weight with the new vertex groups), it will work in game, it visualizes correctly, it animates correctly, but it won't move (like if there's no Bip01 translation) To better understand the concept, and maybe figuring a solution, I would like to understand first of all how an outfit skeleton is related with the skeleton.nif, what's the difference in the skeleton injected in a outfit when I import it from another outfit, and the same operation done importing skeleton.nif. If I open these two result models on nifskope, I get them: the correct one (injecting ourfit skeleton) has all the nodes as children of the Root + the NiTri nodes of the mesh itself. The second model, the wrong one (injecting skeleton.nif), mantains the bone structure "parent / child" inside the nif, so the result is Bip01 on the Root, then all the other bones below, like Spine, which has Spine1 as children, which has Spine 2 as children etc.etc. So the next step was recreating the same parent / children by nifskope, I moved all the bones as children of the Root, and I erased Bip01 and NonAccum. The result is mesh completely distorted. My guess is that's because every bone position / rotation has its values relative to the previous bone (its parent), so if I move everything on the Root the relative value will assume a wrong absolute value. But so... how can I create that skeleton which is injected in the outfit? where does it come from? there must be some automatic procedure, I'm trying to understand how they did it at start, how they did it on vanilla outfits, when they coudln't inject it from another existing outfit. I hope I explained well what I mean and forgive me if something is written bad, it isn't very easy for me translating these things. I wish everyone a very good day.
  3. Hellos people of the TES-Alliance forum; anywho~ would anybody like to contribute some Halloween related models, music, haunted houses, quest ideas, voice acting, or the like for my Halloween Overhaul? Thoughts so far: Full Halloween makeover of every major city, and some other places. Halloween styled music and environment. (Have permissions for 16 music tracks so far) Trick or treating repeatable quest for special Halloween items. Customs once I learn how to do armor. Haunted Houses side quests. Special Halloween NPCs Some Halloween themed quests. A scavenger hunt type of items. Halloween Based Questline Hedgemaze Quest Graveyard Quest Giant Chessboard Dungeon Things I could really use: Candy models Costume models Halloween prop models (bobbing for apples bucket, hang up ghosts, other Halloween props) Cool scripts. And battle music. Progress: 0.09% I'd say. Whiterun somewhat decorated, and a lot of music added.
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