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Trying to merge two skeletons together, help please!


BM1980

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Posted

Hello,

 

   I'm trying to make two mods compatible, but I am not having much luck. Both have made changes to the same skeleton nif file.

 

 I've tried doing copies and copy block/branch of one branch and then pasting it on the other nifs, by right clicking the parent of that group I copied. But when I do, it visually shows the nodes in right place, but it doesn't carry over the naming and they gain new names from parts of the skeleton that were already there, which I find strange, I tried it anyway but it didn't work. I'm not even sure if copying over the parts I know they both need onto one skeleton is enough.

 

 Any advice?

Posted

Essentially, I believe you have to choose one (and only pick the mods that rely explicitlly on that one). It's only possible to have both if you manually pick all of the similar bones from each, and make a choice about the conflicting bones between them, and even then (besides the incredible amount of work that would be), you would still probably be faced with compatibility issues (mostly CTDs on certain armors). And that would be a ton of work in itself.

 

... I believe. I could be wrong. I'm not super-knowelgable about skeleton nifs, but that's what I understand.

Posted

...Just what mods are you using that change the skeleton? As far as I'm aware, mods that require a new skeleton only ask for one skeleton that has the capabilities, but can use any one skeleton with them. XP32's skeleton should work for anything that needs an advanced skeleton--it even has the "Belly," "Boobs," and "Penis" bones included so that all the mods can take advantage of it!

 

Honestly, even if people made their own skeletons for their mods, they typically only add in the bones necessary for their mod's animations, and that's why they don't work for another mod. Skeletons made to have all the necessary bones will work for any mod, even if it's not the skeleton made specifically for that mod.

Posted

...Just what mods are you using that change the skeleton? As far as I'm aware, mods that require a new skeleton only ask for one skeleton that has the capabilities, but can use any one skeleton with them. XP32's skeleton should work for anything that needs an advanced skeleton--it even has the "Belly," "Boobs," and "Penis" bones included so that all the mods can take advantage of it!

 

Honestly, even if people made their own skeletons for their mods, they typically only add in the bones necessary for their mod's animations, and that's why they don't work for another mod. Skeletons made to have all the necessary bones will work for any mod, even if it's not the skeleton made specifically for that mod.

 

Correct me if I'm wrong here, but isn't that one of the problems? A skeleton is created with unique bones. A modder makes an animation based on those bones, and it's suddenly incompatible with other skeletons? I mean, I've experience that mutliple times just using XP32's maximum, which, by your logic, shoudn't be the case.

Posted

 

...Just what mods are you using that change the skeleton? As far as I'm aware, mods that require a new skeleton only ask for one skeleton that has the capabilities, but can use any one skeleton with them. XP32's skeleton should work for anything that needs an advanced skeleton--it even has the "Belly," "Boobs," and "Penis" bones included so that all the mods can take advantage of it!

 

Honestly, even if people made their own skeletons for their mods, they typically only add in the bones necessary for their mod's animations, and that's why they don't work for another mod. Skeletons made to have all the necessary bones will work for any mod, even if it's not the skeleton made specifically for that mod.

 

Correct me if I'm wrong here, but isn't that one of the problems? A skeleton is created with unique bones. A modder makes an animation based on those bones, and it's suddenly incompatible with other skeletons? I mean, I've experience that mutliple times just using XP32's maximum, which, by your logic, shoudn't be the case.

 

 

If the mods require unique bones that don't share the names of XP32's, then I'd say it's nort worth using them. Most mods are created to use generic third-party skeletons by using common bone names, not personalized.

Just what are the mods that would use bones that aren't named in XP32, I wonder? Somebody might be able to locate a varient that will work with a generic skeleton.

Posted

Hello,

 

   I'm trying to make two mods compatible, but I am not having much luck. Both have made changes to the same skeleton nif file.

 

 I've tried doing copies and copy block/branch of one branch and then pasting it on the other nifs, by right clicking the parent of that group I copied. But when I do, it visually shows the nodes in right place, but it doesn't carry over the naming and they gain new names from parts of the skeleton that were already there, which I find strange, I tried it anyway but it didn't work. I'm not even sure if copying over the parts I know they both need onto one skeleton is enough.

 

 Any advice?

 

You have to change the names of the nodes you copied over to match,

 

HOWEVER, if the mod(s) isn't compatible with the xpms found on LL in Groovetama's thread you're probably better off not using it.

 

When people edit skeletons, they tend to forget that the hkx's need to be adjusted as well.  That's what tells skyrim which bones animate, but if the order is screwed up they don't work correctly anymore.  It's not often terribly noticable, but in some cases it can cause a huge train wreck with animations, or the physics plug-in if you use that.

 

The only skeletons that come with proper hkx's for it that I know of are in Groovetama's pack.

Posted

Greetings.

 

 

@ BM1980

 

I don't think you can do that only by using NifSkope ...  a Skeleton isn't a "simple" mesh and NifSkope was a tool created to work with textures and not meshes/bones/nodes ... even if you can "tweak" a lot of meshes with it .

 

Sure , that tool is a gift of God  in some ways, and you can do a lot of things with it , but not with a Skyrim's Skeleton.

I've tried that by the past ( but for Oblivion) without success and Skyrim's Skeleton is more complex that an Oblivion's Skeleton.

 

And don't forgzet to " apply" your modification when done ( right-click on your mesh , Edit ---> transform---> Apply ) . Another thing about Skyrim meshes : when you Copy/Paste ( or copy branch --> past branch )  most of the time , NifSkope doesn't keep the original name !!! I don't know why , that issue doesn't appear with Oblivion's meshes.

 

Now , on my testing machine i used both 2 different NifSkope 's versions : 1-1-0-6 and 1-1-3 ( revision 36 ebfdd )  may be that's the reason of that issue but i don't think so , because i got the same issue with others computers where there is only one NifSkope version ...

 

Cheers.

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