y6562 Posted May 11, 2013 Posted May 11, 2013 hi. can anyone remove the skirts from the male version of the armor? link= http://skyrim.nexusmods.com/mods/9752/? and i'm also looking for a female steel/plate/knight armors that have a short-pleated skirt. like the armor of the artwork of female lord knight from ragnarok online.
Koko.Hekmatyar Posted May 11, 2013 Posted May 11, 2013 It'd have to be done using 3Ds max or Blender the skirt and main body are one part so you can't remove one without removing the other in nifskope.
Guest SemiPr0 Posted May 11, 2013 Posted May 11, 2013 Uh so....no skirt on the male version...you just want to run around with your man tackle flopping about? That seems like it would be kind of a distraction.
y6562 Posted May 12, 2013 Author Posted May 12, 2013 well, i know that both the main and the skirt part are one, cause i already tried it with nifskope. so i'm asking anyone to help me with it by any other means necessary. and... do you know that in nexus, somebody uploaded a non-skirted version of in-game armors (like ebony, imperial, etc). he/she removed the skirts and changed it with pants/trousers. i'm sorry i'm not clear with that one. i wanted to ask that person, but it was already a long time ago so i turned to LL instead.
Guest SemiPr0 Posted May 12, 2013 Posted May 12, 2013 Oh, well yeah you can't do that in Nifskope, this kind of edit would have to be done in 3DSMax or Blender. I'm not entirely familiar with this set so I don't even know if there is a fully detailed set of pants behind the skirt or just a base mesh. Its possible that removing the skirts would require a new uv map export and an adaptation of the texture to ensure the pants were finished from boot to waist. There are people here that know a lot more about these base armor adaptations than I do though so hopefully one of them can give you a better answer.
y6562 Posted May 12, 2013 Author Posted May 12, 2013 yeah. that's why i also asked the author of the mod if he could create and upload a version with pants. but he seems busy, so i also asked LL. two is better than one.
y6562 Posted May 13, 2013 Author Posted May 13, 2013 @speedynl interesting. can you upload an image of it using the male DB pants? what if you leave the pants black? like using the pants from the thief guild master armor?
y6562 Posted May 13, 2013 Author Posted May 13, 2013 i see. thanks for the samples. i'll just wait longer.
Phygnos Posted May 13, 2013 Posted May 13, 2013 I can do this- it's so much easier to destroy (delete) than to create. I need some input, though. This is how it is right now (colors lightened to make it easier to see) Here it is with one side mostly removed (the right side of the left model, our right) Which parts do you want removed? Is this removal process in line with what you want? Should I add back the metallic-looking part that's "connected" to belt? I assume the front and back flaps should be deleted? Do the pants stay? Understandably, the area of the pants with the skirt over it aren't really textured. But, the graphic is normally a lot darker than this so it shouldn't matter much.
y6562 Posted May 14, 2013 Author Posted May 14, 2013 wow. let's see. i think the side parts are OK. leave that one intact. the front and back flaps should be removed. the pants should stay. and i think you don't have to add anything else. basically what bothers me is that the front and back flaps stretches when moving/sneaking/sitting. i mean, it shouldn't as it's flaps, not entirely a skirt.
Phygnos Posted May 15, 2013 Posted May 15, 2013 wow. let's see. i think the side parts are OK. leave that one intact. the front and back flaps should be removed. the pants should stay. and i think you don't have to add anything else. basically what bothers me is that the front and back flaps stretches when moving/sneaking/sitting. i mean, it shouldn't as it's flaps, not entirely a skirt. Well, this should work. I'm not quite sure why the BSskinmodifier thing was seemingly changed when opened in 3DS Max, but I don't think that's an issue. "copy to data folder" yadda yadda. I didn't touch anything but the male torso files. flap_removal.rar
y6562 Posted May 16, 2013 Author Posted May 16, 2013 thanks! that's just what i wanted with the outfit! now there's a problem though. the legs disappear! here's the screenshot. (i had to use my phone since my display driver is bugged, so SCs become disoriented when i use the normal way.) maybe you can add more black fabric down from the gaps to the boots instead? or anything that works closing those gaps.
Phygnos Posted May 16, 2013 Posted May 16, 2013 Doh. I didn't touch the legs at all. Hmm... To be honest, I'm not sure if I can fix that. I'm new to this stuff, and a copy/delete thing was approaching the limits of my ability. I have no idea why a 3D model that's fully visible in 3DS Max and even the Creation Kit would go invisible inside the game. I wonder if that's the BSModifier thing I was talking about. I figured it just altered location/scale/rotation, but I guess it could be more important than that. I'll look into it (I want to learn as well) but I can't make any promises. I'm sorry.
y6562 Posted May 17, 2013 Author Posted May 17, 2013 here's the CK SC. first 2 is armor only, and 2nd is with boots. i wonder if the version of my skyrim is doing that. like it will probably fix itself with the new 1.9 patch. but if even the CK is doing it, then that's not the problem. i tried to play around the texturing bit in nifskope, but nothing works. when i loaded the armor, it says -something texture chitin not found- i found in nifskope that the armor has this chitin texture, but i haven't figured out what it's for. the original also have the same thing, with slight differences that i tried to tweak around, but again nothing works. if it's like you said, that the problem is caused by the BSModifier thingy, then i'll gladly wait until it is finished. now i'm just looking through a bunch of mods to make my skyrim legendary. so there's no need to rush.
y6562 Posted May 17, 2013 Author Posted May 17, 2013 -side note- i think LL need a spoiler button/function for its ads. my parents sometimes summon themselves into my room and it's just awkward. --'
Phygnos Posted May 17, 2013 Posted May 17, 2013 if it's like you said, that the problem is caused by the BSModifier thingy, then i'll gladly wait until it is finished. Hmm... interesting. I wouldn't have thought of adding boots to try and replicate the problem. Great thinking. TBH, my Skyrim isn't working right now-one of the downsides of "hands on" learning I suppose. (although I get to learn about how I screwed up!) I'm relying on CK right now but I don't think it should be a big enough issue for something like this. I have an idea to test in nifskope.. EDIT: Bah, that didn't work. I tried copy/pasting the BSModifier from the old into the new, but nifskope says something about copying parent nodes and won't allow it.
y6562 Posted May 18, 2013 Author Posted May 18, 2013 well, i found out in the past that sometimes the boots are the problem. i think. i used to mix and match different armors together. if it's armors from the game, the mix-match will mostly result in clipping. with armor mods, sometimes the leg disappears just above the opening of the boots, like the problem here. maybe you also need to alter the boots?
Galacticat42 Posted May 29, 2013 Posted May 29, 2013 The problem with that is the engine causes parts to turn invisible if two parts claim the same body part sometimes - like that boot problem. The source of the problem lies in the CK. If a boot claims the calves, then the armor's calves section will be temporarily removed in an attempt to stop clipping issues. Since the original version had a skirt to hide the missing parts when high boots are equipped, then all you'd have to do is untick the calves in the armor's stats. EDIT: Taking a look at the armor in Nifskope, I think it should be possible to lower the cut-off point for the calves so they'll meet the boots. However I'm not completely sure of what uses the bodypart nodes fulfill, so translating the calf nodes lower on the armor may screw up bone weights. Chances are though that the nodes are used only to show the CK where each body part is. EDIT2: Translating the nodes does move the body parts around with the bone weight paintings. From here we have three options. The first is to take hold of the .esp and remove the foot flag of the armor so it won't be removed when boots are applied; however with this there will be clipping. The second option is to lower the calf node on the armor so it'll meet the boots. This will make the mesh animate weirdly with the calves rather far from the knees. The third option is to re-weigh the mesh to the bones so it comes down much further to meet the boots. I would personally recommend either 1 or 3. However, 1 would require permission from the author. 3 would require someone who's comfortable with 3ds max or Blender.
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