Salva123tt Posted Friday at 01:11 AM Posted Friday at 01:11 AM so i managed to make a outfit for my undead follower I'm making but his hood and cape are missing as well as weirds glitching when he try's to play a animation did i do something wrong ? Resource's i used - Undead FX - (Beast Draugr Meshes) https://www.nexusmods.com/skyrimspecialedition/mods/5197 Cloaks and cape - https://www.nexusmods.com/skyrimspecialedition/mods/2019 Vanilla Hood From Base Game Meshes TES 4 Auto Convert - Oblivion Converted Meshes Armor https://streamable.com/ueondz (Video Of weird animation glitch with armor)
Dusk_ Posted Friday at 02:05 AM Posted Friday at 02:05 AM Modding armour onto different races is an absolute pain in the ass because there's like 10 moving pieces and absolutely none of them are well documented. For pieces that aren't even appearing, you need to check that they're actually enabled for the DraugrRace. I can't remember if the settings for that are under Armor or ArmorAddon. If animations are glitching, it's probably because the race is missing bones. 1
Salva123tt Posted Friday at 02:16 AM Author Posted Friday at 02:16 AM 10 minutes ago, Dusk_ said: Modding armour onto different races is an absolute pain in the ass because there's like 10 moving pieces and absolutely none of them are well documented. For pieces that aren't even appearing, you need to check that they're actually enabled for the DraugrRace. I can't remember if the settings for that are under Armor or ArmorAddon. If animations are glitching, it's probably because the race is missing bones. i managed to fix amor not appearing only issue now is the weird animation glitch i know i did something wrong just dont know what
Salva123tt Posted Friday at 09:32 AM Author Posted Friday at 09:32 AM okay i think it has to do with me just clicking ok when i was copying bone weights i just ignore everything but green right?
traison Posted Friday at 10:37 AM Posted Friday at 10:37 AM That animation glitch looks identical to what happens when the vertex order is wrong in a tri file. The only way I could see you replicating that effect with a hkx is by randomly scattering weightpainting.
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