Pwishy Posted May 2, 2013 Posted May 2, 2013 Hello. When I open the .nif file of an armor and try to remove a block, I get this in the game: Lol, what just happened? FYI, I edited the _1.nif file as I understand that is for a heavier body weight slide, which is what I'm using. But, when I openracemenu and slide the weight slider towards the heaviest end, the armor comes out like this: I got the exact effect I was hoping for.... but with blue gauntlets. Edit: Oh I should add that I am complete noob in Nifskope, I read about it half an hour prior to attempting this. So please be gentle!
Cyndi Posted May 2, 2013 Posted May 2, 2013 When you take a branch or block out of a piece of gear, You need to take that piece out of BOTH the _0 and _1 mesh. When the game makes a weight slider it extrapolates between _0 and _1, That's why the effect you were looking for shows fine with max weight. _1 is what max weight looks like basically, and _0 is min. So what's actually happening is; the game is flipping tables, trying to figure out what the hell to do with that extra chunk of mesh from _0. Eventually it just decides to say "fuck it, over there is good", with "there" being where ever seemed fun and the most likely to cause irritation at the time. At max weight there is no issue, because it doesn't need to extrapolate anything, _1 is already max. Same thing with min weight, and the _0 mesh. Anything in between is some of both As to the gauntlets, my guess is something is off with the texture paths with the _1 mesh.
canderes Posted May 2, 2013 Posted May 2, 2013 At either end of the weight slider only the heaviest or lightest mesh is loaded (_0 for light, _1 for heavy). Everything in between is using both meshes to average the position of the vertex. That explosion in the picture means one of two things has occurred: either the order of the vertex list has changed, so different vertices are trying to conform to each other (eh the first vertex of mesh _0 starts at the neck, BUT the first vertex for mesh _1 may be on the chest or somewhere else), or there are different numbers of vertices in both meshes (imagine that now there are more vertices on _1) so now a single vertex on _0 is being averaged with 2 vertices on mesh _1. The reverse can also happen (more vertices on _0, less on _1) the last vertex (imagine mesh _0 only has 200 vertices, so vertex #200 is the last one on the list) on mesh _0 is being averaged with the last vertex on _1 (imagine that mesh _1 only has 199 vertices, so vertex #199 is the last one); the number of vertices must be the same or it will try to read the data that comes after the last one on the list (whatever is stored after vertex #199 will be used as the value, which could be anything in memory). If you only have one mesh _1 or _0 it will only use that single mesh, BUT the skeleton does change scale in the arms so you might notice a slight difference even though the mesh doesn't explode.
Pwishy Posted May 2, 2013 Author Posted May 2, 2013 Ah I see. Thank you both for explaining it to me. Actually, before I learnt that _0 represented lighter weight and _1 heavier, I did the same edit to both, thinking that one was dependent on the other. But, when I load my game I get CTD. So I reinstalled the mod to get the untouched .nifs back, and only edited the _1 one and had no CTD problems.... but... which brings me here. :/
canderes Posted May 2, 2013 Posted May 2, 2013 What were you trying to change? Na I think the only thing that has a different number of vertices is helmets. The ones in fallout for _0 and _1 can be different, but it is not using both meshes to morph so the thing doesn't explode. I think it is the same for skyrim. Everything else that gets equipped on the body though does conform to the slider. If you are trying to remove part of a model you must delete the nitrishape. If it is in separate peices, using multiple nitrishapes you can do it, otherwise all the models are linked together as one. If they are all linked to the same nitrishape and you try to delete it everything that is part of that shape will be removed.
Pwishy Posted May 2, 2013 Author Posted May 2, 2013 What were you trying to change? Na I think the only thing that has a different number of vertices is helmets. The ones in fallout for _0 and _1 can be different, but it is not using both meshes to morph so the thing doesn't explode. I think it is the same for skyrim. Everything else that gets equipped on the body though does conform to the slider. If you are trying to remove part of a model you must delete the nitrishape. If it is in separate peices, using multiple nitrishapes you can do it, otherwise all the models are linked together as one. If they are all linked to the same nitrishape and you try to delete it everything that is part of that shape will be removed. I did as you suggested, deleting the nitrishape instead of just removing block to both the _0 and _1 nifs. It worked! Thank you
Pwishy Posted May 2, 2013 Author Posted May 2, 2013 When you take a branch or block out of a piece of gear, You need to take that piece out of BOTH the _0 and _1 mesh. When the game makes a weight slider it extrapolates between _0 and _1, That's why the effect you were looking for shows fine with max weight. _1 is what max weight looks like basically, and _0 is min. So what's actually happening is; the game is flipping tables, trying to figure out what the hell to do with that extra chunk of mesh from _0. Eventually it just decides to say "fuck it, over there is good", with "there" being where ever seemed fun and the most likely to cause irritation at the time. At max weight there is no issue, because it doesn't need to extrapolate anything, _1 is already max. Same thing with min weight, and the _0 mesh. Anything in between is some of both As to the gauntlets, my guess is something is off with the texture paths with the _1 mesh. No more blue gauntlets now... I guess that shall forever remain a mystery to us LOL
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