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Modding assistance requested; Modifying/Converting SSE xml files to LE xml files


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Posted

Perhaps it is my general lack of understanding but, there are several SE armor SMP mods I've backported that work just fine in my LE game.

 

Unfortunately, there are others that seem to break when I try to equip them? For example, I tried backported the Ranni's outfit mod and there is a section of the cape that just stretches into the void. Same goes for one of the BDO Winter Guardian mod that I have from DINT. Could these particular armors be having issues in LE because of how they were made? Is it because they have a more complex physics structure?

 

Do I need to manually go into the xml file and change details for them to function properly in LE or is there something a bit more complicated here that I might be missing? If it is the former, what tools do I need to fix the problems? 

Posted
1 minute ago, queensforza said:

Do I need to manually go into the xml file and change details for them to function properly in LE or is there something a bit more complicated here that I might be missing? If it is the former, what tools do I need to fix the problems? 

 That one is probably correct. Stretch into the ground is a result of a mesh being weighted to a bone that is affected by physics, and yet lacking neccecery constraints.

So .xml editing should be sufficient. SMP xml will contain list of bones with no pre-defned mass, inertia or other parameters. Those are bones that will be driven only by animation. Then there are list(lists) of physics enabled bones and their properties/groups of such. Those goups are ~100% done correctly, Dint has some serious .smp wizardry skills.

 Animation -driven ones is where you should look. Different  bodies  may have different bone setups on LE/SE, different name for bones or different name for reference shape.

Open outfit studio project or nifscope (the latter is a better tool for this imo) and match bones/reference shape name.

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