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A little help with 3DS Max and cb++ shape data nifs


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Here's the situation: The Silverlight armor is now cb++/tbbp compatible, and that's awesome (http://skyrim.nexusmods.com/mods/34366/?).  The sliders come complete with all kinds of zappable options.  If you look at the screenshots, you can already see that's I've zapped a ton through BodySlide++ and molded it to my custom TBBP body.

 

Screenshots:

 

8954976115_3e6708dc6f_c.jpg
8954976303_af28673960_c.jpg

 

 

The only issue is that I want to remove the portions outlined in the two screenshots (the dangly "tassle" things leftover from zapping the loincloth), and preferably the bottom link in the loincloth armor portion, although that's not as important.  I tried simply using NifScope, but the long tassle portions are part of the entire waist block, so no simple solution there.

 

Here's what I'd like to do: edit the NIF in the ShapeData of BodySlide so that no matter how I customize the Silverlight armor, those pieces that are outlined are gone.  I'm hoping there's an easy way to do this in 3DS Max (I absolutely do NOT want to use Blender), and since someone else already went through the trouble of converting to TBBP/cb++ I'm hoping I don't also have to go through all that trouble and that I can just simply edit the ShapeData NIF and remove the proper vertices.  If this is the case, I could use quite a bit of help, since I'm quite the novice at 3DS Max, and literature in editing meshes already prepped for cb++/TBBP and 3DS Max seems limited.

 

If anyone could point me in the right direction, that would be great!

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