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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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- 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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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'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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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 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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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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Version (Edition 3)
5,904 downloads
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) -
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Version 1.1
132 downloads
I've been asking people on this forum and others to make a wristwatch for Fallout 4, but nobody ever got to it. So I decided to give it a go myself. This is just a free modder's resource/blender file because I have absolutely no idea how to turn it into a wearable-equippable item into Fallout 4. If you have the technical knowledge of how to do this, please do so, but please give me credit for it. The only requirement that I know of is the latest version of blender. Getting it into the game as an item might require nifskope and/or outfit studio, and since it comes in a zip file, you might need to use winrar. This mesh has an extremely high polygon count, over 30,000 in fact, so scaling that down might be important for in-game use. It also needs to be textured accordingly, preferably white plastic, but silver would also work well. This was designed after an actual women's sportswatch, and is intended for female characters, but there is not reason why it can't be worn by men as well. -
How-To: Add Transparency to an Outfit
NIND (jimmyyu) posted a blog entry in Introduction to Modding with NIND
This tutorial goes over how to add transparency to a mesh in an existing .NIF file. Tools Needed: BodySlide and Outfit Studio (v) GIMP - GNU Image Manipulation Program* GIMP DDS Plugin NifSkope setup for use with your textures *There is also a DDS plugin for Photoshop Methods: There are currently two methods I know of for applying transparency to armors ingame: Mesh Segment-based: Easy and straightforward Transparency is based on the mesh segment in the NIF Cannot make a non-transparent retexture of a transparent mesh segment Texture-based: Highly Customizable Can be used to make cutouts without removing mesh (or when removing the mesh would give you an ugly cutout) Can be used as a retexture Takes more time and iteration I will go over both methodologies in this post using transparent outfits made with the same method: Before doing either of these methods, however you will require a working copy of nifskope setup to work with your textures. Please take a look at this video for setup instructions if needed. Mesh Segment Transparency: As with all bodyslide edits, this should be done to the .NIF file within the ShapeData folder for your project if you want all built meshes to keep the transparency. Using this method will also mean that all subsequent retextures applied to the mesh segment (the leotard in this case) will also be transparent to the same degree. Texture-Based Transparency: (OPTIONAL): A tip for Increased Accuracy (Exporting UV Lines) (OPTIONAL): A tip for Easier Prototyping ( Ctrl +E ) Hotkey- 2 comments
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View File This is a modder's resource, .nif file with .dds textures of a silver wristwatch for implementation into Fallout 4. IMPORTANT: the watch face may need to be aligned slightly with the watch band. Submitter Fixadent Submitted 03/11/2018 Category Modders Resources Requires FO4edit, Nifskope, Blender 2.79
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View File I've been asking people on this forum and others to make a wristwatch for Fallout 4, but nobody ever got to it. So I decided to give it a go myself. This is just a free modder's resource/blender file because I have absolutely no idea how to turn it into a wearable-equippable item into Fallout 4. If you have the technical knowledge of how to do this, please do so, but please give me credit for it. The only requirement that I know of is the latest version of blender. Getting it into the game as an item might require nifskope and/or outfit studio, and since it comes in a zip file, you might need to use winrar. This mesh has an extremely high polygon count, over 30,000 in fact, so scaling that down might be important for in-game use. It also needs to be textured accordingly, preferably white plastic, but silver would also work well. This was designed after an actual women's sportswatch, and is intended for female characters, but there is not reason why it can't be worn by men as well. Submitter Fixadent Submitted 06/12/2017 Category Modders Resources Requires Blender, Nifskope, Bodyslide/outfit studio, winrar
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Hi all. So, I am very new to modding (<2 weeks). I've accomplished a lot, I think. I've bullied my way to a rough understanding of Creation Kit, BodySlide/Outfit Studio, etc. working through getting the hang of Papyrus now. But I've hit a hang up. Blender/Nifskope and making clothes and armors. I've had a world of problems with importing/exporting/converting, etc. and my usual method of, "Start a project and figure everything out by trial and error" has not been working. I want to change the mesh/textures of the standard wedding dress to something with an open front, deleting the mesh faces that make up the central panel/neckline and lower sleeves of the dress for npcs in my mod to wear (pics attached as example). It turns out that doing so is above my pay grade/knowledge base. Converting in and out of .nif format has proven to be a huge barrier. I can edit the meshes fine in Blender 2.7+, but doing the .nif conversion in Blender 2.49 yields.. garbage. Plus, I'm working on a 64-bit system, and running the 32-bit Blender 2.49/Nifskope version that can import/export .obj files is crazy laggy and buggy. So...I guess I'm requesting one of two things: Either advice on how to accomplish this project, or I'm humbly asking someone with a greater skill set to do it for me. Thanks for any and all help you can provide.
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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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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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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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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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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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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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