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Parts of an outfit stretching away from the player


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Posted

Ive been searching all day, almost 12 hours for a fix to this. And Ive gotten nowhere. I am close to losing my mind at this point.

 

This holster worked fine, but it clipped like crazy. So I tried to make adjustments for it to fit a specific coat earlier today. I learned how to sculpt and move a mesh around so it fits an armor nicely. I had NO problem adding a different holster/bandolier to armors. I just open Outfit Studio, import the bandolier and the jacket NIF files. Make sure it fits nice and isnt clipping. And then export it to NIF, replacing the original coat file. So now the coat in game is two things in one. Easy: 

https://imgur.com/ZtsttkZ

 

So I try to do the exact same thing with this holster but its just full of problems. When I would first open it up in Outfit Studio it would be floating up in the sky, like this:

https://imgur.com/tYet5ze

 

This was weird but I would just grab it and move it onto the main body/jacket that was in the normal spot to look normal like this:

https://imgur.com/ttN013Z

 

But as I found out much later this was going to cause problems. It looked perfect in Outfit Studio, but then in game It was seemingly invisible. But no it was in game, just stretched so far it out of sight. I had to jump around or use free cam to find the holster floating. I assume it was because I grabbed it from the sky and dragged it down to the body. It didnt like that.

 

I watched tons of videos and read some guides trying to make it body slide compatible, as I thought that was the problem. I could not for the life of me get it to work.  BUT I was lucky enough to find bodyslide files specifically for this outfit, among others. And it seemed to fix the issue. It defaults to the body and I see it in BodySlide now, I can change its shape. But now when I load it up in game I get a new problem: 

https://imgur.com/jlvtDE0

 

The guns are stretching down many feet off the player!

https://imgur.com/Bd5m8vJ

 

I assume it has something to do with physics or something, but I cant be sure. I just dont know. And google comes up with nothing but two relevant posts from over a year ago, both of which were never resolved.

 

F-SHolsterG.nif is the holster file name. It is part of the Scavenged NCR set that is part of the mega pack "The Mercenary Pack". Its on Nexus Mods:

 https://www.nexusmods.com/fallout4/mods/20088?tab=files

 

And the bodyslide file I got as well:

https://www.nexusmods.com/fallout4/mods/22057/?tab=files

 

Any help would be greatly appreciated, thank you.

Posted

It's bone weight issue.


In Outfit Studio:
Remove the bone weights from the guns and holster.
Then copy bone weights again.

Then check if all vertices have bone weights.

Posted
On 7/1/2018 at 3:28 AM, Andy14 said:

It's bone weight issue.


In Outfit Studio:
Remove the bone weights from the guns and holster.
Then copy bone weights again.

Then check if all vertices have bone weights.

Hi thanks for the reply!

 

I am not 100% sure how to remove bone weights from something. Is that making sure the gun and holster are selected, going to the bone tab, right clicking one or more bones (I guess all of them like you said), and then hitting delete > from selected shapes?

 

And I dont really know how to check if the vertices have bone weights or not. Is that check to see if it lights up red on any of the items in the bone list? Does red mean it has bone weight?

 

And on top of that the holster is two parts, both a holster shape and two guns that go into the holsters as a second shape:

https://imgur.com/cH6ofHM

 

I know the holster has physics built in there somewhere, but I have no idea how physics works or how to keep/maintain working physics. And even if I can, the coat I am attaching this holster to also has its own physics. And I cannot figure out how to get the outfit to use BOTH physics. One of the bottom part of the long jacket, and one for the holsters. It seems to only want to accept one or the other.

 

The holster has two "CLOTH" bones that light up red. I assume thats where the physics magic is happening? The actual two holsters that the guns slot into light up red with the holster shape selected, and the guns light up red with the guns shape selected. 

 

With holster shape selected:

https://imgur.com/MCyJQMM

 

With gun shape selected:

https://imgur.com/tuUiPkA

 

I should note that I got the holster working yesterday. As in it shows up properly on the jacket I want. I just clicked both parts and tied the entirety of the shapes to the upper back area. But it lost the physics in the process. Or, rather, I can only load one physics at a time like I said. Jacket or holster. I guess the main problem at this point is to get the physics portion of the holster to work properly. Either on its own or in conjunction with other physics clothing items. I am not sure.

Posted

Open OS (Outfit Studio)

Load your Project.

If is not includet, load your Reference Shape (Cbbe, etc.)

 

First, deactivate the textures (press T - as default)

 

Now select your holster mesh in the mesh tab.

Switch to Bones Tab.

Select all Bones:

- Click on the first bone, hold shift and scroll to the last bone and mouse click - right click on the last bone-> Delete-> From Selected Shapes.

 

Switch back to  Meshes.

Your holster is selected -> Right click on your holster mesh in the Mesh Tab-> Copy Bone Weights.

 

Repeat this for the Guns.

 

To check if all vertices have a bone weight.

Slect the holster mesh in mesh tab.

In Menu -> Shape ->Mask Weighted Vertices. The holster mesh should be completely masked - that is black.

Repeat this for the guns.

 

PS: I saw your screenshots (holster and gun) too late.
These are bones for Havok physik.


When I spoke of holster, I meant the entire harness

Posted
8 hours ago, Andy14 said:

Open OS (Outfit Studio)

Load your Project.

If is not includet, load your Reference Shape (Cbbe, etc.)

 

First, deactivate the textures (press T - as default)

 

Now select your holster mesh in the mesh tab.

Switch to Bones Tab.

Select all Bones:

- Click on the first bone, hold shift and scroll to the last bone and mouse click - right click on the last bone-> Delete-> From Selected Shapes.

 

Switch back to  Meshes.

Your holster is selected -> Right click on your holster mesh in the Mesh Tab-> Copy Bone Weights.

 

Repeat this for the Guns.

 

To check if all vertices have a bone weight.

Slect the holster mesh in mesh tab.

In Menu -> Shape ->Mask Weighted Vertices. The holster mesh should be completely masked - that is black.

Repeat this for the guns.

 

PS: I saw your screenshots (holster and gun) too late.
These are bones for Havok physik.


When I spoke of holster, I meant the entire harness

Thanks again for the help. I followed your instructions, and when I try to export the outfit I get this:

https://imgur.com/QkeAEfe

 

Is that an issue or is hitting yes okay?

 

And then another thing that has always popped up was this:

https://imgur.com/G7O8hdD

 

One for the jacket, as its a long duster type coat, and one the the holster. If I enable BOTH, the jacket's physics stop working. The holster works but its very messed up. The guns warp and bend and try to escape. So I have to re-save it, and ONLY pick the coat, then the coat physics work fine and the holster just doesnt move. This is the only combination I can get to work. Is it possible to have both physics items running at once? It has to be possible, right?

 

Heres a pic of the glitched out/messed up guns/holster:

https://imgur.com/7oxSTPc

 

Should I be linking the holster to those physics bones (the ones marked "CLOTH") or something? And I am not sure if its both the guns AND the holster, or just the holster itself that is/should be affected. I am not very experienced with physics systems.

 

And I guess a basic question I should know by now, do I just delete my reference body before exporting? Thats what I have been doing, as leaving it there conflicts with your actual body in game and you have two bodies at once lol. Unless I am supposed to make it invisible or something, which I dont know how to do.

Posted
6 hours ago, Krackerjaxx said:

Thanks again for the help. I followed your instructions, and when I try to export the outfit I get this:

https://imgur.com/QkeAEfe

 

Is that an issue or is hitting yes okay?

Click on No- It's not ok.

OS will mask the unweightet vertices.

Press T for disable the texture, so the masked area is easier to see.

Remove the mask (ctrl +A and ctrl+i)

 

Correct the boneweights manually:

 

Each vertices must have a skin / bone weight of 100%.
100% in total.
It can consist of several bones.

 

In Bone weight mode (Bones tab) with selected brush:
Press W - to show the edges.

 

In the lower right, OS displays the vertex (vertex number, coordinates) and the current bone weight (for the selected bone) when the brush is over it.
If the mesh has only bone weights for a single bone, then each vertex must be 1.0 for the bone weight.
The color from blue to green to yellow to red is just an optical preview.
Even with bone weight 0.9 it is red.

 

6 hours ago, Krackerjaxx said:

And then another thing that has always popped up was this:

https://imgur.com/G7O8hdD

OS has determined that you have used bone weights for which there is a havok simulation.

I think it's not (yet) considered by OS that there are projects in which several meshes are different bones for havok-simulation.

You should look at the mod page in Nexus - in changelog.
Maybe there is already an update - if not, report it to ousnius.

 

If there is no update from OS for it:

I would do without the holster / gun bones and use classic bone weights. The physics for this is barely noticeable in the game.

 

Alternatively you can create 2 separate nif's.
1 nif for the jacket.
1 nif for holster and gun

In CK you need 2 forms Armor Addon and you have to use both Addons in the form Armor.

 

6 hours ago, Krackerjaxx said:

And I guess a basic question I should know by now, do I just delete my reference body before exporting?

Whether you save your project with or without reference body depends on the esp / esm where the nif is used.
If it works without reference, then you did it right.

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