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How to make female schlongs use male schlong positioning
donnerwetter posted a blog entry in Donnerwetter's Mod Archives
Copying my post from here to keep this information in an easily accessable place:- 9 comments
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- sos se
- schlongs of skyrim
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Hi, There is a custom robe .nif mesh. All of the parts are merged. Using GIMP, Alpha Channel, and transparency effect might solve the problem. The problem is something like this: Assume that the robe and the panties use the same robe textures, same spot/area. When I select the panties, the lines of the panties stretches. So, I can't move it. My goal is to select it separately and move it to an unused spot with out damaging the original robe mesh. After saving it, I can use GIMP, Alpha Channel with transparency Effect at that spot that I moved the panties to. If you can help me anyway, I'll appreciate it.
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hi all ive been trying to make pose mods for oblivion using blender and nifskope. i was wondering if theres anyone here willing to teach me.
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Hey everyone ive been trying to make pose mods for oblivion with blender and nifskope. is there anyone here that could help me or walkthru what i have to do to get custom poses to work
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Moving this topic here since I wrongly posted to LE TechSupport before: I've been trying to fix some armors from a mod showing up invisible or translucent/refracting in-game, so I popped open nifskope to check if the texture paths are set correctly. Long story short: it looks like everything is set up correctly, but the object in question has a rainbow-y (not missing-texture-purple) texture in nifskope. Yes, texture paths are set correctly for nifskope itself, other armors show up just fine with texture. I'm a total noob at modding so I apologize if this is completely obvious and redundant, but google came up empty on the issue. If you read this far: thanks for reading this far. Any help is appreciated.
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Hi, I have a sunbed mesh. I found several laydown markers. One of them is "XSLayfurniture.nif". It has "Sit, Behind" functions. As I've understood, it runs the animation "idlelaydown.hkx" animation file, which is in "meshes\actors\character\animations\female" folder. Because the sun bed has head part (I mean that it's an angled sun bed...), the vanilla animation that has a flat position was not good. So, I got "NCK30 Idle Replacers 1.4". Its "idlelaydown.hkx" has "semi lay down" position. My goal is to learn: How can I assign that "XSLayfurniture.nif" file to this new "idlelaydown.hkx" file, if I put this .hkx file in a different folder? For example, when I say "different folder", I have a mod named "test". I want to add "NCK30's new this semi lay down idle" in my Test mod. So, I created a new folder named "Test" in "meshes\actors\character\animations\female" folder. So, in NifSkope, I want to insert something (...that I don't know...), when a NPC(s) or PC sit on the sun bed (that has "XSLayfurniture.nif" on it...) use the "idlelaydown.hkx" that is in "meshes\actors\character\animations\female/Test" folder, not in vanilla folder. By this way, nobody needs to install or replace the vanilla .hkx's by NCK30's. What can you suggest? Or, do I need a script? If you can help me anyway, I'll really appreciate... Sincerely Yours... Nehaberlan...
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- nifskope
- laydown.hkx
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Greetings fellow degenerates and thanks for reading this. For the past couple of weeks I've been putting together my Ultimate HornyRim Build and everything's been going swimmingly so far just compounding mods with each other with vanilla\basic installs and keeping the load order in well... order. I hit my first issue the other day trying to get the Custom Races from Crimes Against Nature configured to run with 3BBB. All looked good to start with but then upon entering certain positions the NPC's got the old 'floating boob' issue we've all seen mentioned about a thousand times. So that's all fine, normal NPC's still work great it's only these custom races with problems, I snouted around and found the official guide to making patches for custom races [https://drive.google.com/file/d/1SrwL4L61o__nrqCNKXsg1vB1ceibEKzc/view]and it looked clear enough that I thought I'd be able to follow it, all went swell until I hit the skeleton alterations. I've got the example skeleton I need to pull the info out of but when I went into this custom skeleton in nifskope and tried to burrow down to the nodes listed in the guide: "Click the small triangle on the left to open it until you see the CME PreBreast. NPC->NPC Root->NPC COM->CME Body->CME UBody->NPC Spine->CME Spine->NPC Spine1- >CME Spine1->NPC Spine2->CME Spine2->Breast->CME PreBreastRoot->NPC PreBreast->CME PreBreast" I can get as far as NPC SPINE2, but there are no further nodes under it. So I thought to myself 'Oh, maybe this just isn't using the right skeleton type?' so I checked the basic female skeleton I'm running in "Data\meshes\actors\character\character assets female\skeletonbeast_female.nif" and I had a drill down in that and and it is similarly lacking any further nodes under the NPC SPINE2, which has now left me perplexed; I know for a fact the game is using this Skeleton and everything works fine BUT it seems to be missing all the nodes the 3BBB guide indicates it needs to make it work? I've gotten myself a bit confused and have thoroughly checked around for anything else that might be acting as a skeleton replacer but there's nothing. Copying the basic skeletonbeast_female.nif and renaming it DEFINITELY does fix the floating breast issue the skeletonpony_female.nif is causing but it also causes neck distention issues due to the custom rigging present on it for big heads. So I'm really just confused as to what could be causing the issue, screenshot shows a side-by-side of the two open in nifskope and I really can't see any difference. Would there maybe be some way to export just the neck & up rigging and merging it with the basic XPMSE Skeletonbeast_female.nif to get the best of both worlds?
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i want this area/object, it looks perfect in nifskope but its blue in the ck, says its missing normal maps for some reason? Can someone please tell me what i did wrong? Im just missing textures i guess, but im not sure what to do to fix it, i added the file and screenshots it basically looks exactly like im just missing textures but im not sure what i missed cuz im a noob : 3 DBZDesertobject2.nif
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So I am new to using NifSkope, I am trying to make new spears for a custom body I have, it has hugs tits and belly but the belly physics seem to stop once it gets to a certain size. I wanted to see how I can add better physics to it using NifSkope and reading the CBPC Collision Config Editing Guide I got from CBPC - Physics with Collisions for SSE and VR but in the images I see they have what seems like a custom body open? I tried to open the body I wanted to edit but it doesn't look edited at all. I can't seem to open presets either? I have little idea how to work stuff in Nifskope, I am trying to look around for help on Google but get 6 pages of results. Maybe I am using NifSkope the wrong way? Or don't know fully how to work it? I would really love some help or poniters. Also I have tried to use SINFUL CBBE to get the belly to jiggle more and slowly but no matter what I did it just jiggled like one of those door stoppers while funny wasn't what I was looking for. So far I got this
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I'm having a problem with my custom armor where the stockings, thigh armor and gauntlets appear normally in Nifskope but they disappear in-game. The disappeared meshes are from DMZ Vanilla Armors. gauntlets.nif greaves.nif
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how do i get a correct sized skeleton for a new custom model using nifskope??? trying to make a new creature with a custom model but it wont appear ingame, i think it need it own skeleton, using other skeleton either makes it appear distorted or for some reason just a random floating nord head
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greetings hentai comrades ! i initially posted this in Tutorials & Guides then i saw a sticky post that said don't ask questions or ask for guides in this thread which made little to no sense to me as it was the only Tutorial section on this website but regardless i adhered and removed it and Re-posted here. this day i have embarked on the joruney to port Cassie cage , Jill valentine and Sheva alamor into skyrim LE,because i'd like to amputate them (maybe not) and make them into my personal cock sleeves! ,who wouldn't want to ? so i am in need of your guidance in preperation for this , but once i've managed it at least 1 time, there will be many more charz coming from many different games. i've already downloaded blender 2.8 (yes , 2.8 works with skyrim despite what i've read) , i have downloaded and accumilated all the texture packs as well as meshes required for conversion into skyrim , i got them from SmutBase where fellow comrades have granted us access to their wonderfully detailed models for free ! i have nifscope , PYTT and the nifscripts , the models themselves are rigged and UV mapped already, i have basic knowledge of nifscope as well as not a fking clue about pretty much anything else ! what i need is a step by step , retard-proof guide for : 1-porting these models (mesh and texture) once their in blender , into skyrim to be usable for LE. 2-creating an NPC in creation kit to put this crap on in the first place. 3-attaching the models to the created NPC. what im really looking for here is an off the top of your head guide for the whole procedure from start to finish from someone who has already gone through it before , im going to be doing exactly as you say , and therefore i need instructions per step. i do not need to know why i'm doing things i only need to know what to do and how to do it step by step. im not here for referals to tutorials or general information sorrounding the subject of my inquiry, as i am not an imbecile, i know how to use google , im here for first hand apprenticeship of someone who can mentor me through this , if you are not that person, kindly refrain from running interference. thank you for bearing with my terrible writing ,and also your time. --------------------Update : i've attached what i've got so far, i know that i have to attach textures to the nodes and i have the textures ready in a file so i'll figure something out about them , however, i have no clue if what i've got is actually even close to valid or if im missing something or in fact a whole lot of things , can someone with experiance take a look and tell me how things look from the perspective of someone who knows what their doing ? XXXXX.nif
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REMAINING PROBLEM- invisible armor slot after doing everything correctly
Guest posted a topic in Skyrim Technical Support
HI THERE, Here's my problem. I want to wear the BlackWidow (PeroPeroArmor) with the Nordplate - bikini 7 armor part (TAWOBA). Problem is both use 32 body slot. So I've tried to replace bikini armor part to 56 Chest Secondary. I've done every step to change the slot of my peace of armor (Nordplate - bikini 7). But it still doesn't show up in game (the body's still invisible) and The blackwidow armor remains unequipped. Here's what I've done ---> STEP 1 : NIFSKOPE I've done the following operations exactly the same way in both .nif files, bikini_7_0.nif and bikini_7_1.nif. - Changed 32 BSDismemberSkinInstance SLOT (32 body) to SLOT (56 MOD CHEST SECONDARY) - Changed 39 BSDismemberSkinInstance SLOT (38 calves, 32 body, 34 forearms) to SLOT (56, 56, 56) - Updated All tangents (First doubt here, I'm not sure if i had to change both BSDismemberSkinInstance (32 and 39) or just only one of them.) STEP 2 : SSEDIT/Creation KIT - Changed armoraddon SLOT 32 body, 34 forearms, 38 calves TO 56 Unnamed - Changed armor SLOT 32 body to 56 unnamed So that's it. I don't know how to fix it. Do I have to also make changes on the BlackWidow armor part ? Any issues ? Any help would be welcome !- 35 replies
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- armor slot
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Hi everyone I'm Xing this is my first post, I want to share some of my experiences in converting PE physics to SMP physics. The reason for the post is because there are some people using English who came to me to ask me about the method. (Although I have already recorded it, I want to turn my way into English again.) So I recorded my method here. I don’t need to spend time to answer them one by one. (I from Taiwan and use Traditional Chinese So if you want to see the Traditional Chinese version, please click on the link below.) Articles I shared six months ago First of all, I want to apologize some things 1.My native language is not English, so I am not very good at it. 2.About the title is just my little joke ,I am sorry if I am offended to the American people. 3.I am not a 3D art major,All my understanding is from the Internet to find and experience accumulation if there is an error in the wording, i'm so sorry and please leave a message and let me know that I will fix it soon. I want to thank and attach my source first. Thanks to these great people and HDT for bringing beautiful physics to Skyrim : Skyrim SE: How to Convert HDT PE Armor to HDT-SMP Tutorial [TUTORIAL] How to make HDT meshes work with HDT SMP A Guide to HDT-SMP Users/Modders Let's start The tools you need are: Bodyslide v4.7.1++ ,NifSkope, SSE NIF Optimizer, notepad++ And have some basic understanding of bodyslide and casually find a piece of equipment with physical bones 1. What is HDT-PE physical equipment 2. Special situation related (resolving the problem of reversal) 3. Special situation related (resolving the stretch caused by mesh mesh over 80 bones) 4.Give the collision Object, and change NistringExtraData 5.The process of writing smp (you can copy it again and then modify it) 6.Simple version (only shaking) xml writing Please refer to Section 5 for the meaning of each paragraph. 7.Talking about SMP Collision Thank you very much for reading. Again, I am not a 3D art professional. Nor is it the person who invented this method. I mainly share the personal way of transforming PE to SMP physics. Also thanks to HDT and many great people who have paid for skyrim SE. If you have any questions or want to discuss, please leave a message. Or go to COCO or YuiH or MOD Piracy's Discord to find me. P.S.Forgive my bad grammar again P.S.And Bless Hong Kong fix coco 2b wedding skirt SMP over 80 bones on SE convert dint999 ' great hair pack to SMP SE and convert regina lower mesh over 80 bones
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Hey, Just as I did in Skyrim, wanted to alter skin glossiness in nifskope for Fallout 4. However the first thing I noticed, that nifskope rendered skin color in black. I experimented with different values under LightingShaderProperty, but nothing worked over 30. I tried to take a look at it ingame. Skin color is normal, though glossiness didn't show up. Never modded Fo4 before so I am bit clueless. Anyone could point me out what I should edit?
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Yeah weights and UV data are store in half-float format in BSTrishape, making weights and UV somehow distorted or even overlaped if mesh polygen is dense enough when exporting or converting. But, theoretically, it seems possible to fix, or at least reduce the distortion by hand typing in nifskope, copying decimal float data in UI to NiskinPartion under BSTrishape. So if i'm not daydreaming, is it possible for a command-line execution with Nifskope source with export and import external vertex arrays to mend weights and UV, using data from FBX or NitriShapeData? Personally I would offer some coins$ for this efforts. Hopefully there'are others with the same idea. Edit: Keep the daydream myself due to https://www.afkmods.com/index.php?/topic/4136-nifskope-20-dev/page/10/ Hopefully Starfield will get rid of this fastfood mesh treatment.
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Hey I created a blanket for a creature (cow-like). Now it should move with the animations of the creature. It should move like an armor. I tested some things like copy over bone weights in outfit studio from other parts of the create but that only deformed the blanket. If I create empty NiSkinInstance (or a BSDismemberSkinInstance doesn't really matter), NiSkinData and NiSkinPartition but then the blanket disappears. Can someone help me with that?
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Hi all, I'm trying to adjust the weapon positions for NPCs in Nifskope, because daggers are floating really far away from their bodies. I can use racemenu to edit the weapon positions for my character but not NPCs. I've located the nodes on the weapon pelvis and the changes take effect on my character but not NPCs. I know the skeleton I'm editing is the right one from the ALLGUD (All Geared Up Derivative) mod, because I tried deleting some nodes and the NPCs were naked and had arms extended with no head. I'm really at a loss as to why this isn't working. Any help solving this mystery is greatly appreciated! Load order: https://docs.google.com/spreadsheets/d/1hX8DKOxsLVAik7-wjPhETre-g28olElwYOOtzpShgmA/edit?usp=sharing
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Problems with mesh distortion in Bodyslide !Whenever I view the outfit in bodyslide via the preview window or build it and view it in nifskope the outfit around the area pictured distorts badly, same goes with mags on the front, will research it but don't know what to do yet. I haven't put it in to the game yet.I exported from blender
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- mesh
- distortion
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Hello, I'm new to those things... And I really want to learn. I'm searching for a detailed tutorial step by step for beginners. I want to learn how to cut a mesh, searching on inetrnet I've learned that I must use blender to cut a mesh. I installed blender (2.49 version) and all it needs to work and to open a nif file. I'm not sure about the cutting passage and I don't know how to save the file to retransform it in a nif file with textures (even cause you need to remove something in nifskope before you open the file on blender). I would cut some of the vanilla parts, to put them together to create a new armor to use on my follower. Can someone suggest a good tutorial?
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I have a problem with a mesh (Yes... Again...) I'm trying to make a new outfit for the follower I've created, and I'm learning how to assemble varius pieces. I've managed to cut pieces from vanilla meshes. One of the mesh was really poor of polygons the butt was so pyramidal... So I did some researches on internet to increase polygons and I found an usefull program called Meshmixer. That's what I've did: 1° I've loaded the poor polygons nif file on Outfit Studio. 2° Exported the file into OBJ, 3° Opend the OBJ. file into Meshmixer 4° Added more polygons (the process is really fast and easy, I'll let the link of the turotial that I've used) 5° Saved and exported the file to OBJ. (the program has 2 options with and without vertex, I've tried both) 6° Opend again the file into Outfit Studio - Setted base shape, conformed all and copied bone weight 7° Exported to nif Now here's the problem... My mesh has no textures, even if I changed it on Nifskope, and the mesh doesn't seem like classic mesh without textures. instead of the classic "no image texture" is totally pink.... and on nifskope isn't showed with the classic purple but is totally white. (the mesh was pink even during passage 6 and 7) I've searched on internet for my problem but didn't found something similar. Can someone suggest me how to fix this and explain me what I've did wrong? Tht's how the mesh appears on Outfit Studio: Tht's how the mesh appears on Nifskope: That's how you can export files on Meshmixer: And that's the turioal I've used to increase polygons: I Hope I wrote every usefull information and hope you can help me >.<
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- mesh
- outfit studio
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UUNP to BHUNP conversion removes armor transparency
okibb posted a topic in Skyrim Technical Support
I've been converting some uunp bodyslide armor to bhunp smp for personal use, and following the steps to bakafactory's guide has worked for that so far, except that when I convert armor that has transparency it makes it opaque. The process I've been doing is replacing the reference body and copying the bone weights and conforming sliders in outfit studio, and copy-pasting the smp path from the BHUNP SMP body to the armor in nifskope. For example I did Melodic's Latex Leotard outfit, which has single bodyslide for both a non-transparent and the transparent version, and now the transparent version is opaque. But when I did Melodic's Zero Suit armor, which has a separate bodyslide for the transparent version, it kept the transparency. Before conversion: After conversion: Any ideas for a fix for this?- 19 replies
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Version (Edition 3)
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a howto on my way of adding dicks (or any mesh) to nif files, only using NifSkope. (click by click screenshots with text) now with a Creature Framework Integration Guide. WARNINGS: 1. the receiving creature need to be using the same skeleton that the ABC/ASOS penis is made for, cross race/skeleton penis transplants are a no go without a 3d editing program. 2. you can't adjust/move the penis with NifSkope due to the ABC/ASOS weight painting, a 3d editing program (max or blender....or maybe even outfit studio but i'm not sure about that one) will need to be used to do that. 3. make sure any meshes in the nif are NOT sharing the same string names as the nodes, nifskope may "auto sanitize" the node's name to something else instead of the meshes to "fix" it, if this happens parts of your mesh will "T pose" (part of the mesh will be stuck in the air and wont move with the rest of the mesh)