Inte Posted March 27, 2016 Author Share Posted March 27, 2016 This is how it shows up in my game, and it looks right, just as I designed it. Golden harness, inox rings. Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 This is how it shows up in my game, and it looks right, just as I designed it. Golden harness, inox rings. You are showing the _go file and the parts of the mesh are set differently, try equiping on the character so the _0 and _1 meshes are loaded, those are the ones with the meshes names switched. It's exactly the CustomEbHarnessSingle_0 and CustomEbHarnessSingle_1 (which your harnesses are set upon) from expansion the ones with the problem, CustomEbHarnessSingle_go doesn't have the problem because is set up differently. Link to comment
guyver Posted March 27, 2016 Share Posted March 27, 2016 chill man, it's not that he owes you anything. Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 For fucks sake, just try your esp in-game and you'll see. chill man, it's not that he owes you anything. You're right and I have deleted it. Sometimes the internet doesn't convey exactly one's feelings. Coupled with english not being my mother tongue it may have not been the perfect combination of words. Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 This is how it shows up in my game, and it looks right, just as I designed it. Golden harness, inox rings. You are showing the _go file and the parts of the mesh are set differently, try equiping on the character so the _0 and _1 meshes are loaded, those are the ones with the meshes names switched. It's exactly the CustomEbHarnessSingle_0 and CustomEbHarnessSingle_1 (which your harnesses are set upon) from expansion the ones with the problem, CustomEbHarnessSingle_go doesn't have the problem because is set up differently. Again, looks correct. Gold harness inox rings. Link to comment
guyver Posted March 27, 2016 Share Posted March 27, 2016 yeah its cool, don't worry! i've just loaded the game and using DDe shows exactly what Inte said... have you tried to reinstall the mod? Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 This is how it shows up in my game, and it looks right, just as I designed it. Golden harness, inox rings. You are showing the _go file and the parts of the mesh are set differently, try equiping on the character so the _0 and _1 meshes are loaded, those are the ones with the meshes names switched. It's exactly the CustomEbHarnessSingle_0 and CustomEbHarnessSingle_1 (which your harnesses are set upon) from expansion the ones with the problem, CustomEbHarnessSingle_go doesn't have the problem because is set up differently. Again, looks correct. Gold harness inox rings. Do you use DDEx for CBBE? It's the only explanation to why they are reversed on my end. I think I have found it! The CustomEbHarnessSingle_0 and CustomEbHarnessSingle_1 of the CBBE version has the parts names correctly set but the UNP has them the other way arround, thats why they show correctly for CBBE users (I presume you) and switched for UNP ones (me). Again I apologize for any rudeness. Link to comment
Versh Posted March 27, 2016 Share Posted March 27, 2016 I like the new update, nice work. The only note is about the new Zaz textures for the wood, It isn't bad, but it's clearely destined for texture other kind of item (probably the pillory), and the purple part, that I think they will be better in plain iron (too reserched for a 'poor' device), Just my opinion. Link to comment
Punga Posted March 27, 2016 Share Posted March 27, 2016 This is how it shows up in my game, and it looks right, just as I designed it. Golden harness, inox rings. You are showing the _go file and the parts of the mesh are set differently, try equiping on the character so the _0 and _1 meshes are loaded, those are the ones with the meshes names switched. It's exactly the CustomEbHarnessSingle_0 and CustomEbHarnessSingle_1 (which your harnesses are set upon) from expansion the ones with the problem, CustomEbHarnessSingle_go doesn't have the problem because is set up differently. Again, looks correct. Gold harness inox rings. Inte is right!Also, what are you two doing down there, in Ilianta's Deep? Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 This is how it shows up in my game, and it looks right, just as I designed it. Golden harness, inox rings. You are showing the _go file and the parts of the mesh are set differently, try equiping on the character so the _0 and _1 meshes are loaded, those are the ones with the meshes names switched. It's exactly the CustomEbHarnessSingle_0 and CustomEbHarnessSingle_1 (which your harnesses are set upon) from expansion the ones with the problem, CustomEbHarnessSingle_go doesn't have the problem because is set up differently. Again, looks correct. Gold harness inox rings. Inte is right!Also, what are you two doing down there, in Ilianta's Deep? Just um ... you know ... hanging around, doing homework. Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 I like the new update, nice work. The only note is about the new Zaz textures for the wood, It isn't bad, but it's clearely destined for texture other kind of item (probably the pillory), and the purple part, that I think they will be better in plain iron (too reserched for a 'poor' device), Just my opinion. That seems to be the general census about them, I'll change them. Wouldn't want all those termites in Skyrim to go wanting. Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 yeah its cool, don't worry! i've just loaded the game and using DDe shows exactly what Inte said... have you tried to reinstall the mod? Just to make sure, do you use CBBE or UNP? Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 I see. What, what did you think we were doing? Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 i use CBBE Thanks, now I see it clearly. After I fixed the original meshes from expansion the harnesses show as they should. If someone ever has the same problem (those using UNP) there are the meshes corrected: CustomEbHarnessSingle_0.nif CustomEbHarnessSingle_1.nif Regards. Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 Perhaps you should bring that up with @Min?That way all UNP slaves out there can benefit from it. EDIT:Or post the fix on DDx support thread. Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 Perhaps you should bring that up with @Min? That way all UNP slaves out there can benefit from it. Yeah, I'll bring it up. Well, that's Skyrim magic, a problem stemmed from an obscure "bug" of a mesh of another mod that only shows in very specific circumstances. Thanks for everything and I would like to ask if you could include more blocking variants. Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 Yup, I can add blocking harness variants, but since you cannot use a belt with those they won't look as good. Link to comment
Punga Posted March 27, 2016 Share Posted March 27, 2016 I see.What, what did you think we were doing? You both enrolled at the Winterhold College then? Link to comment
a1b2c3d4e5f6h7i8 Posted March 27, 2016 Share Posted March 27, 2016 Yup, I can add blocking harness variants, but since you cannot use a belt with those they won't look as good. Well... I can use a belt with a blocking harness, I think it got changed a few DD versions ago when they shifted devices slots. Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 I could just uncheck the belt slot when I do them, that way the belt can be equipped. Or modify the locking harness by adding the armor slot, so no armor can be worn with the harness. Link to comment
Inte Posted March 27, 2016 Author Share Posted March 27, 2016 I see.What, what did you think we were doing?You both enrolled at the Winterhold College then? Yes, we're using our brains, and staffs. Link to comment
Punga Posted March 30, 2016 Share Posted March 30, 2016 Oh, I see what you did there! Using the brain and staffs. Link to comment
Slorm Posted April 2, 2016 Share Posted April 2, 2016 @Inte Getting some log spam from the latest version but it was in previous ones as well (sorry, you know me and logs ) [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::CurrentStandIdle_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::SprintKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::JumpKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::ForwardKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::BackKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::StrafeLeftKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::StrafeRightKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::SneakKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::SprintKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::JumpKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::ForwardKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::BackKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::StrafeLeftKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::StrafeRightKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::SneakKey_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::CurrentStandIdle_var used in iDDeArmShEffect.OnEffectStart() [04/02/2016 - 01:40:37PM] ERROR: Failed to find variable ::CurrentStandIdle_var used in iDDeArmShEffect.OnKeyDown() Link to comment
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