HongChina Posted March 27, 2012 Posted March 27, 2012 Heya. I've been trying to get a model edit to work in Skyrim for a few days. An edit of the Young Smooth Body/Loli Race body for wider hips/larger butt for a bit of a hip-loli look. I found a tutorial over at the Nexus for model editing and such, followed it to the absolute T, however when I load it into the game, it either glitches out or it crashes the game. http://skyrim.nexusmods.com/downloads/file.php?id=3790 is the tutorial I used. I'm thinking it might be because of the model I'm editing, maybe needing a custom export/import settings because of how it's done, but not quite sure. If anyone would like to give it a shot, I could also upload the blender file. Just would like to avoid such a problem in the future if I end up doing more model editing
shedidwhat Posted March 27, 2012 Posted March 27, 2012 you can use body slide to do that and would be alot easier upload your file as an attachment to your post so we can see your desired sizes. I'll see if I can do a slider version of it or ill try to export it from blender
HongChina Posted April 29, 2012 Author Posted April 29, 2012 you can use body slide to do that and would be alot easier upload your file as an attachment to your post so we can see your desired sizes. I'll see if I can do a slider version of it or ill try to export it from blender Well I like actually getting in and messing with polys Hah http://www.mediafire.com/file/c2a66uz5xxjrd3i/hiploli.blend 'ere though. Here's to hoping you can do better than I can. It's not in the settings it was when I exported it from Blender the few times I tried it, but it should be enough for you to work with Were you able to get it working? Or anyone, for that matter? :<
HongChina Posted May 1, 2012 Author Posted May 1, 2012 I decided to try editing a different model, using the same tutorial and method; and this time it turned out even worse. Once I finally got it into NIFSkope again it turns out there were entire things I was missing that I was supposed to edit, and on the chance that it was supposed to be like so, I tried it like that anyways, and big surprise, Skyrim crashed pretty much as soon as I clicked "Continue"
anubis Posted May 1, 2012 Posted May 1, 2012 maybe you can upload the nif file, after you exported it with blender..
HongChina Posted May 1, 2012 Author Posted May 1, 2012 maybe you can upload the nif file' date=' after you exported it with blender.. [/quote'] http://dl.dropbox.com/u/40372841/femalebody_0.rar Here you go. I've tried everything I can think of to try and get this to work, and I've followed the tutorial to the absolute T twice and it doesn't work, this time I only gave them one dismember group(I made a min and max because the differing groups would most likely cause an error in and of itself), which is pretty much the only thing I did differently, and that's only after trying to give it the proper dismember groups in the original model(which also failed to work) If you can get it to work, please tell me what I was doing wrong, if you end up finding such a thing out
anubis Posted May 1, 2012 Posted May 1, 2012 after opening the file, guess i knew what the trouble is....the problem is because there is a second root (NiNode | CalienteBody) that holding your body mesh and bones. There should'nt be any other root holding your body part together, you can take example from any armor/clothing/body file, well except if its there an addon animation. and dont forget to give appropriate partitions dimember number. may i know what exactly editing that you done in blender ? maybe importing another body or importing skeleton file ? if you do, make sure you delete the skeleton that comes with it and clear the parent for the mesh. here is what i done if i only need to tweak a body to the way i want (i use UNP) combine the _0 body mesh with _1 body mesh for reference in one nif. tweak the nif so blender can import it (delete shader, change user version yada yada), than i make my changes with _1 mesh only, after i done, duplicate it for fit in with _0 with the original UNP _0 as reference for wrists and ankles, no need for reweighting, apply the textures and export..works always for me.
HongChina Posted May 1, 2012 Author Posted May 1, 2012 Deleting the skeleton and clearing the parent was the first things I did after importing it to blender. After that, I did the body shape changes, and imported the nif again "skeleton-only" as was said to do in the tutorial, and exported it as the tutorial said(modified FO3 settings) And I did do that for the partitions. The NIFs are straight out of blender, added the numbers in after I re-opened them in NIFSkope. http://dl.dropbox.com/u/40372841/how-to.html Here's the tutorial I was using, by the way, in case you don't feel like downloading the thing from the nexus. Also, could you tell me how to combine the meshes into one NIF? I'll probably try that next if nothing else works(which is what looks like is going to happen)
anubis Posted May 1, 2012 Posted May 1, 2012 you only need to delete the skeleton and clear parent if you imported another mesh. you dont need to delete for the first mesh. so what i'm trying to say is you still using the existed skeleton, because in your case you only want to tweak the body shape right ? so just shape it into the way you want, create the partitions numbers, apply the texture and you're done. abount combining 2 mesh into one, open _0 and _1, make sure the header root are using same name or simply rename it "Scene Root" than just copy branch the body mesh from _0 and paste branch it into _1.
HongChina Posted May 1, 2012 Author Posted May 1, 2012 Hrmm. I see. That makes things a lot simpler. One thing though, how necessary are dismember partitions? Can I give both one full body partition, or does there need to be the same amount as the original model?
anubis Posted May 1, 2012 Posted May 1, 2012 Hrmm. I see. That makes things a lot simpler. One thing though' date=' how necessary are dismember partitions? Can I give both one full body partition, or does there need to be the same amount as the original model? [/quote'] well it depends, but honestly i kinda ignore it, but if you using it as replacer than it would be better as same as the original.
HongChina Posted May 1, 2012 Author Posted May 1, 2012 Hmm. Thanks, though it seems I can't stop that second root from showing up. That can be solved with just removing the child node function to separate them, though. A problem I'm running into now is that I can't convert the shading property to what I'm apparently supposed to. "right click BSShaderPPLightingProperty Block > Convert > Bethesda > BSLightingShaderProperty" BSLightingShaderProperty isn't in the context menu. Only BSShaderProperty, using the NifSkope it tells me to use ><; Which is causing a whole bunch of problems now
anubis Posted May 1, 2012 Posted May 1, 2012 Hmm. Thanks' date=' though it seems I can't stop that second root from showing up. That can be solved with just removing the child node function to separate them, though. A problem I'm running into now is that I can't convert the shading property to what I'm apparently supposed to. "right click BSShaderPPLightingProperty Block > Convert > Bethesda > BSLightingShaderProperty" BSLightingShaderProperty isn't in the context menu. Only BSShaderProperty, using the NifSkope it tells me to use ><; Which is causing a whole bunch of problems now [/quote'] well you can just convert it into BSShaderProperty, and BSShaderTextureSet will automaticly detach, delete it, and go to the nitrishape/nitristrips, in block details search down for num properties where you will find value of 3(mostly)/4, change it into 0 under it you double click the green recyle icon, than evrything should detach like the bsshader,specular,nimaterial etc. just delete them all, so there is only NiTrishapeData/NiTriStripsData and BSDismemberSkinInstance left inside the branch . change the 1 and 2 user version, go open the original file (before edit) and go copy BSShaderPPLightingProperty and paste it into you edited file, link it up than youre done. might want to check for "Num UV set" and "Has Vertex Colors" in NiTrishapeData/NiTriStripsData section tho, coz sometime it can change after you export it from blender which causing your mesh gone black or shader effect (freeze/cold effect in game)wont show as properly. you can view the original file for correct settings.
HongChina Posted May 1, 2012 Author Posted May 1, 2012 Ohh, thank you so much. I got it working now. You don't know how glad I am you came and helped me Thanks a ton!
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