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Krista 'Lady' mods


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Posted

I never really worried about the stretchy claw thing as I would just delete them out of the nif before converting the armor as it would cause Gerra6's older converters to crash but with the 85 build it is no longer a problem and it causes no problems in game as it only appears like that in nifskope but not in game but looking at them in nifskope you can easily pick out that it is hers. 

 

Almost seems like Colorwheel and Krista are the same person or they at least know each other. That would explain why both have the same things wrong with their items in their mods.

 

 

Posted

Or one of them 'borrowed' stuff from the other maybe. ;)

 

I do have to say it again though. It's freaking uncanny that I have the same exact NifSkope issues with both MOD authors...

Posted

Well to me that would either point to that Colorwheel and Krista are the same person or that they know each other and they are teaching the other how to mod using their techniques or they are doing work for each other. 

Posted (edited)

@ AnnaFly - Thanks for play testing these, it's a big help!

 

Some forth coming fixes: (I'll start working on them as soon as I'm done posting here)

s_101_nohead

s_201_nohead

s_301_nohead

FIXED, updated archive and link in post 222.

 

Mask 1stperson Issues

I'll take a look at those too, but it may be a flaw from the original and I'm not at a point where I would try to fix that, if it is. I can try running them on different settings in Mesh Rigger and see what happens. Very, Trail & Error and time consuming, so not going to be fixed fast.

 

UPDATE: I took a look at the original NIF models with the mask and it appears there as well. Casting a spell looks similar to your jpg3 image. This could be some weird artifact due to a different head mesh being used for these. Running them through Mesh Rigger may have made them worse or more noticeable. 

 

French translation

 

 

UPDATE: J'ai jeté un oeil sur les modèles originaux NIF avec le masque et il semble là aussi. Lancer un sort ressemble à l'image de votre jpg3. Cela pourrait être un artefact étrange en raison d'une maille de tête différente utilisée pour ces derniers. Les faisant passer Mesh Rigger peut avoir fait les aggraver ou plus perceptible.

 

 

 

Negative FPS Impact Discovery

I'm going to try deleting the water pump, water barrel and two posts and test how much it improves FPS. If it is significant I'll create an alternate ESP without those items. They're just cosmetic as far as I know, so not a big loss IMO.

 

And French poteaux is posts (plural) in English. (Also pole or signpost, depending on use.)

 

 


Now , a question please : what is the purpose of converting that mod with a " Buttock" node ? I saw that Growlf body Resizing Mod works with the LAPF Skeleton ( + LAPF "Vanilla" 1st person Skeleton) but the spell is incompatible with the OP3 node ( not really for the Breast , but it's better without an OP3 node there , but especially for the OP3 " Butt" node ...) .

 

In fact i don't use any LAPF animations or " specific" mods , and i don't need and an OP3  " Butt" node.

 

I saw that the Kris†a  lower body is the same as the one ColourWheel used ( so it's the HGEC Original and not  the "M" version ) so it's perfect , because i use a lot of outfits based on this lower body . Cool !

 

A Little History

OP3 bones were originally designed as part of the breast bounce, specifically nipples. Since not many animations used them, MOD authors decided to use them instead to manipulate the butt (cul or derrière) area of the mesh using them.

 

Along comes LAPF and after much discussion, brand new bones are added to the Controllable Universal skeleton (I believe it was gregathit that implemented it) as an improvement over using the OP3 bones, which were never intended to be used as buttock mesh area manipulators.

 

The only time you may have issues is if you have:

1. The new LAPF Universal skeleton (I use a variant of this myself. It is a custom one that enhances ragdoll physics.)

2. A mix of meshes, some with OP3 and some with OP3+Buttock bones.

3. A mix of OP3-based and LAPF-based animations, IF they both are trying to animate the butt area of the mesh.

 

I use Fore's and the older Lovers animations which are OP3-based, so no issues other than the Lovers animations for some look bad (they always did). That's what the Buttock bones were intended to fix, along with all of the new animation work gregathit and others did for LAPF. The LAPF buttock animations are a bit too subtle for me, hence using Fore's for now.

 

The formula is Skeleton+Mesh+Animation= In-game 3d animation. There is a direct relationship between all three. Any changes to any one, results in changes to the resulting in-game animations. In many cases you won't see anything negative. But there is the potential for oddities, depending on what each of the three components consist of.

 

My goal to first add the OP3s, which I like in certain situations; it's something I use, but it's Old School. Adding the OP3 and Buttock bone versions is sort of a compromise in that it combines both worlds; Old and New. Some prefer not to have the OPs at all, as it causes issues in some MODs. (I forget which ones off the top of my head, I think DR; Dangerous Reflexes.)

 

Honestly, they're only needed if you leave clothes and armor on in most situations. Some may even consider them a bit overkill.

 

Hopefully that clarifies it a bit.

 

Lowerbody

Yeah, I used Setbody and tried to match what looked to be what Krista was using, for creating my template. Good to know that it is the original HGEC and not M as that will help if I decide to to use gerra6's tools to make sets for other body types. I can use it for ColorWheel's MODs too! 

 

While going through the rest of Krista's armor and clothing MODs I discovered a body model in one of them, I forget which one. This could be the base model she used, or for that specific MOD, again not sure. I'll have to review it when I have a chance.

 

I'm also replacing the original HGEC foot and hand with more recent ones that are based on Robert's female meshes, also from the recent Setbody Resources from movomo. These have the best possible seams to begin with, which produces much better results after going through gerra6's tools.

 

Edited by varenne
Posted

Greetings.

 

Myuhinny & Varenne , interresting your point of view about ColourWheel (  by the way , i used a lot of her mods as base to convert , mix most of the HGEC outfits i use ... ) and KrisTa.

 

@ Varenne : i'm  very glad to know that KrisTa used also the same lower ... but keep in mind that when i said " HGEC Normal Original " that means HGEC , second RAIAR's version , not the very first one !

 

" Normal "  just means the  " no-fighter " version. 

 

If it took me a very long time before i decided to use and keep  or not all the ColourWheel 's works , that's was because i didn't know the difference between the Original ( version 2) Normal , the other " Original " ( first version) and the M version. 

 

 

Even a very experimented modeler like  " Master " Petrovitch was confuse about the HGEC " Standard" !!! ... There is no HGEC standard ( most of users use the M version because they are thinking it's the " standard" ... but that's not true .

 

ColourWheel made the good and best joyce by choosing the "Original"  normal ( second version tweaked by RAIAR) .

For me , the "Standard" is this one , the "Official" created and tweaked by the creator of this body.

 

 

And she keep that version for 99 % of her mods. When she started to give us  all her " Sexy ....something"  mods , the "Real HighHeels system" ( Vipcxj or Addk1k version) wasn't already  created ... unfortunately.

But with Real HighHeels , in my opinion the "Original Normal" legs 'll look too "thinner" ... i prefer  an EBE lower with Real HighHeals ( or something close like the last Samhain6's RKA body ). That's just my taste , nothing else.

 

Now that's true , i don't know who was the creator of some meshes ( ColourWheel or KrisTa ???) and you can find some of their meshes ( with the same "bug"  with the claws ...) in the early versions of Apachii Godess Store !

 

I don't understand ( and Myuhinny still doesn't answer my question ...) your problem with some NiNode below the scene root ? I never got a problem with ColourWheel's meshes ( except with her  "Santa" Mod ... there is  a lot of polygons in this outfit , too much even if the final size isn't too big , but there is something wrong there ... ) : first before doing anything with a ".nif" , i always  do a  right-click on the very first Node ( usually called " Scene Root " ) ---> bloc ---> crop to branch ... if there are some  NiNode below the " Very first Node" ( Scene Root) .

 

I 'll try some other tests with the "Mask" tonight ( it's about 12 : 38 in my country , so i cannot do them now ...) I already saw that "issue" with other outfit ( probably some helms with sme "extras" ... probably in one of  the early version of "Apachii's Godess Store" , but i need to " investigate"  that  point on another computer ... there is no Apachii meshes on the one u use actually  ... )

 

Cheers.

 

NB : lthe last  KrisTa 's link i posted ( to Myuninny) is not the one i'm looking for.

Posted

I think both ColorWheel and Krista basically started out with using the same HGEC models, like many MOD authors. And I have RAIAR's version, it's the one I started out with, I didn't care for the very first or original HGEC. Not sure if that is the one used in SetBody, but it has been altered over the years to improve on seams. So in reality it is a slightly newer version.

 

Problem NIFs

Not sure it's a NiNode or not, I have to return to those that have this issue and investigate further. I put it on the back burner for now so I can work on stuff I can actually complete.

 

I tried a couple of quick things, including crop to branch, but the loss of those items outside the scene root makes the NIF unusable. My guess is those are data items for a lower level branch. For those Krista armors/clothes, it may be quicker to just rebuild them from scratch, if I can find the body she used, which I think I have. If not I have archived copies of all HGEC models, past to present.

Posted

Hi there.

 

@ Varenne.

 

 

For the "Mask" issue it's not a Skeleton  problem nor a "Meshes rigger" problem .

 

It's just e texture problem .

It's easy to correct that just with NifSkope : right click on the mesh ---> edit ---> Texture ---> Edit  UV  ... but that will not be a "clean" work !

 

In fact , this mesh ( not the whole Mask) looks like if there was a "Stencil property" here .... but there is no " stencil property " here !

 

There is already an Alpha channel but if you take a look at this mesh ( around the "eyes-liner" and around the  border of this mask) , you can see that these parts ( only visible in the "interior "  of this mesh , skin side ...) are covered by an non-alpha texture , so by UVeting these parts , it's easy to move some vertices out of this texture ( so , in clear, in the "transparency" part of that texure) ...

 

But , as i said  , that would not be a "clean work"  ...

 

I would prefer to find another solution even if by editing the UV would be enought.

 

By the way , there is also in an upper body ( nude) the same "bug"  like the one with some KrisTa or ColourWheel ( ??)  mshes ( especially the "claws" ... i think it's just a simple vertice edge in a wrong place ... not sure , i'll see that tonight.

 

Now open with NifSkope the mesh "0101" in the Krista\Winter\ folder , OP3 version  ( i investigate now all this version mesh by mesh ...) , choose "top view " and zoom ... so you can see the "bug" it goes 07 hour :10 ... ( by the way it's the same thing with the "Buttock" version...)

 

You see ? ... there are 5 vertices " attached" to the same point ( or more , maybe 6) , some vertices  from the neck go to the opposite side of the  ... right breast  and cause a distorsion ... compare the two breasts and it's easy to see .

So i suppose that some " breast" vertices are wrongly attached to the neck .

 

In fact this is just "one" vertice edge not in the correct position ... i'll try to correct that with NifSkope ( i know it's possible even if this would be a "real pain " as Gerra6 said .... ;°)  

 

The wrong coordinates are : x:-2.5650 Y:-2.5311  Z:112.389 ... ( down to the vertice list of the NiTRipStripsData of this mesh  , there is already another edge with the same  coordinate " ...Z - 112.389 but this one is for the neck region and it is in the right plave ..) now i need to find the correct 3 values of this edge !!! ... that's the "painfull"  part now ...;°)

 

I already saw that by the past , but in this case that was only on a "cutted" pair  of breast ( jut the "boobs" part without the rest of the upperbody)  and there was a real "hole" in this mesh . I'll try to find this one , if i remember well i posted it somewhere here at LL .

 

This will not cause any issue in game, but i would know the reason of that " bug" . That's not a "clean" mesh. Just a little defaut on the right breast.

 

Bye , désolée ,mais j'ai du travail qui m'attend , je verrai cela ce soir !

 

PS : jounée "foutue"  ... enfin je crois néanmoins avoir appris quelque chose de plus avec NifSkope !!! J'adore cet utilitaire .

 

Well not sure , i have no time to test this mesh in game right now but , here my first repair : there are 3 meshes : the first is the one that came with the OP3 version.

 

The second nif is the first attempt to produce a coordinate X,Y,Z as near as acceptable ... but i can probably tweak it more.

 

The last is after the command " lissage et normale des faces "  ( sorry my NifSkope "speak"  French )  ...

 

Cheers. .... coming soon, i will test it in game .

 

PPS : ok , tested , now i need to tweak that mesh , z and x axes ... their values are too high ... but the " boucing" effect isn't altered by my correction ( and  that's what i want to know) , now i need to find a better coordinate .

 

NB : i found another unormal thing with this upperbody  ( 0101) : if you copy the upperbody from the mesh 0201 or 0301 , the 0101 looks like mysaligned ...  i try to tweak " my correction" but something is wrong : with NifSkope it looks good now ( i made another "tweak" ) even when i imprt a Kf file to test an animation ... but not in game  where it is something like a  little "pic" ' ..." un furoncle dirais-je " . I need to test with another idle and another " walkforward ( the one i use is both compatible , Moving Breast and BBB  , i will try with one of the "Mur_zik" sexy walk variation ...) .

 

So some of these meshes need a little "rotation" ( probably  , yes these 2 meshes are  misaligned : 0201 & the 0301)

 

Edit ...about the "Mask" ; ok , i've re-downloaded the original file from that link , like this i can easily compare all these meshes. The "issue" is already there.

http://www.4shared.com/dir/zSF63sQJ/Krista_Lady.html#dir=zSF63sQJ      ( it was posted by Thorazine , and thanks to him ...)  in the post 123.

 

0101.nif

test-repair01-0101.nif

test-repair01 + lisage et normal des faces-0101.nif

Posted

@AnnaFly

 

It wasn't my problem with ninodes it was varenne's problem with some of the meshes that have ninodes outside the scene root and I was asking if they had tried to see if it was fixable by copying the offending ninodes and then pasting the branches into the nif and then deleting the old ones out would fix it.

 

*Maybe using the move option might work to move them to the correct area not sure though.*

 

I think I ran into that one time a while back while doing some tests where I converted a dress to one of the animated pregnant bodies and then copied all nodes that dealt with animation into the converted one but the nodes moved from where they were below each body part to a new area which looked alright but in game it caused a CTD upon wearing.

 

Looks like this succumbus mod that I had somehow added to my skyrim is actually a race mod but I just added the converted stuff to my chest instead.

 

Must be a older body though as it has no BBB. I made 2 versions so far one complete and one without a top.

 

post-25667-0-88296000-1409580587_thumb.jpg

 

Posted

Hi there.

 

@ Myuhinny .

 

Without the bugged mesh i cannot say , but most of the time the "move " option will not work .

 

Copy / paste, yes , it works but in the detail bloc not in the list bloc , but once again in the list bloc i only use the Copy branch/past branch ( not copy/past). 

 

In the detail bloc it's better to not use the "copy branch/past branch" ... in the Mesh Rigger thread there is a mesh repaired  with the copy/paste command ( there was some missing bones in one on the armor mesh , NiNodes were there but with No Name , = invalid !).

 

I did it for Nepro and his "Steel Cuirass armor " , and that was the first time i only used the copy/paste command in the details bloc for this kind of "bug".

 

I 've posted in a PS  3 nifs in my last post where i tried to correct ( i test to test that mesh in game now) a bug , the same as in  the KrisTa & ColourWheel " claws" ... ( something  like the screenshot of the post 38 of this thread ... but in the upperbody mesh)

 

Cheers.

Posted

Copy branch/past branch is what I meant it's only one I use as it grabs all branches connected to the item. I have used the copy branch/past branch many times since finding that you could for when I can't paste a body or armor/outfit into a nif so then I just copy the branch and paste it into the one that I want to paste the item into.

 

If the nif is missing many ninodes then I just use the copy branch and copy the whole scene root then use the past branch then go and copy each ninode fast and easy without having to keep going back and forth between the 2 nifs then once all ninodes are copied into the nif I find the pasted in scene root and delete that scene root then save as to overwrite the nif.

 

 

Posted

Hi there.

 

@ Varenne :

 

For the Mask i don't know , may be the "issue" came from my animations ( 1st person "Cast spell" and fight )... i found another mesh , but this one came from an old mix i made from some Growlf meshes , it's a " sort " of helm ,  and with the same "issue" . 

 

I 'll try with other animations , it's seams i use the Vanilla" cast spell and fight ( 1st person) . The same "issue"  is still thee with other Skeletons ( and other first person Skeletons too) .

 

For the upperbody mesh that came with the 0101 from the Winter folder , the issue isn't there in the original mod ( from the Thorazine 's link i posted in the post 257, but this  mesh  is not BBB ) .

 

Cheers.

 

 

Posted

My guess is this issue was present in Krista's originating mesh.

 

I'm trying to make sense of what you say above compared to what you say in post 257. Seems contradictory, or it's the translation.

 

I do have to admit, this is a minor flaw for me and not one I intend on spending a lot of time trying to chase down the root cause of it. Sorry. There's only so much I can do.

Posted

Greetings.

 

Hi Varenne.

 

Oui c'est un "petit bug" sauf qu'avec d'autres meshes basées sur le Hot body 5 ( voir 4.1 je ne sais plus , je dois vérifier sur une autre machine) de Growlf , cela apparaît très nettement au point d'occuper près de la moité du champ de vue ...) .

 

Donc j'essaye d'en trouver la cause. Cela ne semble pas lié au Skeleton , encore que pour en être vraiment certaine , il faudra que je teste ce masque ( et les meshes de Growlf) sur un autre PC , où il y aurait juste l'Oblivion de base ( avec bien entendu tout le nécessaire pour que l'installation soit compatible avec le système "BBB" ).

 

..." contradictoire avec mon message du  " post 257 " ...?  non , au sujet du masque je dis que c'est déjà dans la "meshe" de base de KrisTa.

Par contre , pour le "nif"  0101 du dossier "... KrisTa\ Winter " , le " bug " de l'upper body ( donc en rapport avec les 3 nifs postés au lien 257 ), ne se trouve pas dans l'original , et donc il est apparu avec la conversion.

 

Je vais essayer ce soir , car maintenant je dois m'occuper de mes arbres qui doivent être taillés , le mois d'août a été catastrophique avec des pluies quotidiennes et mon jardin  ressemble plus à une forêt qu'à un jardin ( mes hêtres ont près de cind mètres au lieu de deux !!! ) .

 

Au sujet du masque , cela ne semble pas provenir non plus des animations ... bref , je dois essayer sur une autre machine.

 

Bonne fin de jounée et à + ... bises.

*********************************************

 

"Live search translation " , sorry i'm very busy  now ... :

 

Greetings.

 

Hi Varenne.

 

Yes it is a "small bug" except that with other meshes based on Hot body 5 (see 4.1 I know more, I have to check on another machine) of Growlf, this appears very clearly to the point to occupy nearly half of the field of view...) .

 

So I try to find the cause. It seems not related to the Skeleton, although be really certain, will require that I test this mask (and the meshes of Growlf) on another PC, where there are just the basic Oblivion (with well understood everything necessary so that installation is compatible with the "BBB" system).

 

..."contradictory with my message with the"post 257"...? No, about the mask I say that it is already in the "Masini" of KrisTa database.
On the other hand, for "nif" 0101 folder... KrisTa\ Winter ", the"bug"of the upper body (so in relation to the 3 nifs posted the link 257), is not in the original, and so it appeared with the conversion."

 

I'll try tonight, because now I have to take care of my trees that must be cut, August has been catastrophic with daily rains and my garden looks more like a forest than to a garden (my beech have close INCD metres instead of two!).

 

About the mask, this does not seem to come either from animations... in short, I have to try on another machine.

 

Good end of day and to +... kisses.

 

Posted

@ AnnaFly - Whole other topic. Converting existing dds image files to other colors or hues? I have an existing dds file I'd like to convert from shades of green and yellow to grey scale. Mostly shades or hues of whites. I'm using GIMP 2. Any time I try this it doesn't come out quite like I want. Any clues or insight?

 

Here's the current files: 

midasslime.dds

midasslimedrop.dds

Posted

 

Any time I try this it doesn't come out quite like I want. Any clues or insight?

Varenne, try these. Converted with Paint Shop Pro and a dds add-on.

 

 

Thank you!

 

Where did you find Paint Shop Pro? Been looking for an older version of it as that's what I use to have and it works great with dds files.

 

Posted

... 

Where did you find Paint Shop Pro? Been looking for an older version of it as that's what I use to have and it works great with dds files.

PM sent...

Posted

Just my additions, comments, and thanks. - It was so nice to be able to find some of this content in original (non-HDFB*) format.

 

Serana.7z: http://blackelf-skyrim-en.blogspot.ru/2013/10/serana.html?

Lost Happiness: http://anvilbay.ru/files/lost-happiness/

 

*Hideously Deformed Freak Boobs (sorry, but I am one of those seriously abnormal people who prefer nothing larger than a D-Cup :D ).

 

I am not sure about poontank's contribution (whether Manga is HDFB or not), but thanks for the all-in-one .esp and skeleton mesh information [i admit that I am not following all the arguments (regarding problem feet, etc.) but I have grabbed the various fixes, taken note of the various comments and explanations, and will investigate further when I get around to experimenting with these mods and implementing them into my games].

 

AnnFly's 'eyes' issue is, I am certain, a problem with the mask mesh or the head mesh. - I would try removing the mask first, to see if it clears the problem, and then I would try one of the other heads. - poontank, again, mentionned something about the heads in one of his earlier posts on this thread ...and I would try using the following (no, don't - they are for Skyrim - thanks varenne!):

 

Lady Head: http://blackelf-skyrim-en.blogspot.com/2013/10/lh-lady-head-v093.html?

Lady Body: http://blackelf-skyrim-en.blogspot.com/2013/09/lady-body-21.html

 

Finally, I am somewhat puzzled by the arguments around people being banned from (and having their work pulled from) TesNexus (and like sites), especially the comments regarding poser and Daz, and feel that I have to ask "what the h*** does it matter if someone displays their work (or screenshots) using a pose pack or whether they have used Daz-3D for their screenshots?"

 

...oh, and what happened to SUN_Magic_Cosplay_03.7z? - Seriously, I can not find this file anywhere. - Yes, 01, 02, and 04 can be found in several places ...but not 03? xwacko.png.pagespeed.ic.99t1mQqZE7.png

 

Posted

Those links, Lady Head & Lady Body are for Skyrim, not Oblivion. AnnaFly's eye/mask issue is with an Oblivion version.

 

An additional point to mention. If you decide to mess with any of the original MODs (Oblivion versions) and create new ones for other body types or games, AnnaFly pointed out that both Colourwheel and Krista used the original HGEC and for Colourwheel and she's right. I built a new mesh template using the original HGEC and it came out so much better than usng the newer HGEC; no clipping for some clothes I tested it on.

 

I also never found a SUN_Magic_Cosplay_03.7z. I don't think one was created. 

 

As far as Nexus and using Daz, no one really knows or can come up with a logical conclusion. Their just totally phreaking nuts over there.

Posted

Those links, Lady Head & Lady Body are for Skyrim, not Oblivion. AnnaFly's eye/mask issue is with an Oblivion version.

 

An additional point to mention. If you decide to mess with any of the original MODs (Oblivion versions) and create new ones for other body types or games, AnnaFly pointed out that both Colourwheel and Krista used the original HGEC and for Colourwheel and she's right. I built a new mesh template using the original HGEC and it came out so much better than usng the newer HGEC; no clipping for some clothes I tested it on.

 

I also never found a SUN_Magic_Cosplay_03.7z. I don't think one was created. 

 

As far as Nexus and using Daz, no one really knows or can come up with a logical conclusion. Their just totally phreaking nuts over there.

 

Thanks for the updates and thanks, too, for your House of Mistery re-work; although the Mega link for AnvilBayMisteryHouse - meshes.7z is dead (the file is there, but not downloadable). Have you looked at ENBSeries filters, or Natural Weather, as alternatives for the fog effect? I also had a look for your new HGEC mesh template, but was not able to find it (only some tentative modifications to the breast bones) ...and then there is AnnaFly's heroic attempt ...so are all these Krista meshes screwed, then, or can we just use a universal skeleton and get away with nothing worse than minor clipping? - It does seem that there are an awful lot of major issues with these mods that the original modder would surely have picked up on, if they were really that bad, surely?

 

Also, I think that maybe TesNexus have gone power-mad now they are the only serious ES mods site. - Just the other day VICN posted some spoof mod for a The Best Way To Use Elder Scrolls, with screenshots showing them in use as serious kick-ass batons ...and that had been deleted: http://dragonporn.ldblog.jp/archives/7065552.html (I am seriously contemplating re-making it, actually :D ).

Posted

Specifically which link is dead? I'll check into it, I hate dead links!

 

And no, I have not looked at ENBSeries filters, or Natural Weather. I wanted to make any changes I make not dependent on extreme MODs; keep it more vanilla so a larger group of members can make use of it.

 

As far as my new template, I have not posted it yet. Still needs more testing. It works good for a few of Colourwheels clothes, but not her female armors. I may need to mark it as such and build another one for her armors. She may have switched to a different HGEC lower body for those.

 

 

Posted

As far as my new template, I have not posted it yet. Still needs more testing. It works good for a few of Colourwheels clothes, but not her female armors. I may need to mark it as such and build another one for her armors. She may have switched to a different HGEC lower body for those.

 

 

That's alright, - I thought that it was maybe the HGEC E-cup M Lower.nif from post 210, page 11. The dead link is from post 216, page 11: AnvilBayMisteryHouse - meshes.7z 54.7 MB.

Posted

Yeah, that's what I was using for Krista's MODs. Colourwheel used even older meshes, going back to the original HGEC, for some stuff not all.

 

I updated the link but noticed MEGA has been bloody slow as shit lately. I'd rather not upload here as LL has been getting hit with major DLs from somewhere and costing big $$$s!

Posted

 

 

I updated the link but noticed MEGA has been bloody slow as shit lately. I'd rather not upload here as LL has been getting hit with major DLs from somewhere and costing big $$$s!

 

No joke. - The download speed, and resposiveness of the server, were certainly lousy last night (that mesh link is working now, though). The major DLs are probably from me :D , - I have been spending serious time downloading (and uploading!) as I attempt to make sense of many of the mod projects on LL, many of which have several versions being maintained concurrently by several different people!!! :o

 

Just to make matters worse, the average project outline seems to run like this:

 

First off, this is incomplete (great!). Secondly, I don't know what I am doing (fantastic... ), third, this project is a bit of this, this, this, and that ...but maybe it is more this than that (hey, this is beginning to sound like the Conservative Party Manifesto), fourth (or is it fifth?) this project is no longer maintained (was it ever?). Finally, you will need the following (please be aware that all of these links are broken, and all the readme files are in katakana): ...and no, we did not fail to tell you that you can no longer obtain any of these files - this is LL, so you should already know that 90% of them will have been deleted on practically every server the world over ...and that possession of many of them is just asking to have yourself locked away somewhere where being anally raped on a daily basis is likely to be fact, not fiction xhappy.png.pagespeed.ic.mxnmYOJ48K.png .

 

 

 

Yeah, that's what I was using for Krista's MODs. Colourwheel used even older meshes, going back to the original HGEC, for some stuff not all.

 

 

Could the guts of VORBs be used here, to create a bodyform to match the clothes? - Some kind of reverse process, instead of hours of frustrating guesswork and not being able to match everything without resorting to rejigging all the clothes?

Posted

If anybody needs somewhere for their work, feel free to contact me. - I maintain my own servers (none of this Hostgator c**p, - decent, secure, Linux setups), and do not mind helping community members when and where I can.

 

Talking of which, I remember some modder requesting a horse with body slung over the saddle mesh. The mod was yet another of the work in progress slavery mods, and I recently saw some excellent Skyrim horse saddle mods, one of them being this: Convenient Horses ( http://www.nexusmods.com/skyrim/mods/14950/? ). - They need to checkout the hunter's saddle image. - I have never tried to edit a horse mesh, and am not certain where the attachment points for equipment would be, but I am certain that that wolf pelt could be turned into something more bag like... ...and, yes, Skyrim meshes can be converted into Oblivion meshes, apparently.

 

 

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