SlapMeSilly Posted April 9, 2016 Posted April 9, 2016 Ok I still think I'm doing something wrong. Here is what I'm doing step by step: I try to save and I get the error message. I answer NO and part of the outfit turns a dark grey. I'm assuming that this is the problem area. I'm, still in the "Mesh" list. I select the mesh that seems to have the problem, in this case its MaxonCoatF1. I rgt-clk and select "mask weighted vertices" I then go into the Bones list and use the brush on the highlighted area. I haven't selected ANYTHING on the bones list at this point. I can paint the area repeatedly until its all red, try to save and I still get the error. I then tried selecting the bones that seem to include the problem area, painted with it selected, saved, and still got the error message. I looked at each mesh in the outfit (and theres a lot of them) and I can't see any problem except in the damned jacket. So at this point I've painted with bones UNSELECTED and SELECTED and still I get the error so theres gotta be something I'm missing. If anyone knows, that would be great. In short you're doing it wrong. You must select a bone to start painting. Note: Each vertex is limited to 4 bone weight references. Try this: Load project as normal. In the meshes view tab select the mesh you want to verify/paint weights on. Right click and choose mask weighted vertices. Assuming it has some weights already painted you should see stuff get shaded dark. If you have any non dark shaded spots then proceed to the bones tab to paint. Select the bone that is as close to the unweighted spot. Adjust brush size as desired and start painting. I usually try to get close to the surrounding color's shade. Repeat 2-7 for each mesh to verify they all have vertices weighted. You may have to brush vertices a few times to increase the weight. If you're having problems with that you can increase the brush strength and/or check the fixed weight brush under the bones list above the sliders. I should also mention that depending on the shape of your mesh you might also have vertices that aren't in view that won't get painted. In some cases you can ignore it and things will work. In other cases strange behavior happens. In either it will be annoying that you get the message every time you try to save and it will re mask the mesh when it does.
Mercenary666 Posted April 9, 2016 Posted April 9, 2016 Thanks for the answer and especially for the explanation of whats actually happening when I do this. I'm one of those people who's not satisfied with just blindly following a procedure. I need to know the "nuts and bolts" pf the operation and I thank you for providing that. I just tried what you posted and it worked like a charm. You also answered a questiion that was bugging me, namely the thing about the colors of the weight painting. I really appreciate it, thanks.
Uhuru N'Uru Posted May 20, 2016 Posted May 20, 2016 Not sure exactly what's different but I have another mod calledTatty's Apparel - CBBE - Stand Alone 1.3-10903- (557MB) It's also no longer on the Nexus, in fact it was me checking out why, that led me here.it appears to be a later version of the same content as the one in this threadTatty's Sweet Apparel - CBBE - Stand Alone 1.01-10172-1-0 (183MB)Here's a video of the older one FO4 Mod showcase Tatty's Sweet Apparel Stand Alone CBBE So lets have a ganderChecksum against the older mods content gives these results v1.0 files inside v1.3v 1.0 has 292 files with 241 OK (the same); 14 bad (Different); and 37 missing Going the reverse way we get v1.3 files inside v1.0v1.3 has 574 files with 241 OK (the same); 14 bad (Different); and 319 missing The check above does not include the v1.3 Bodyslide folder (155 MB) containing the usual foldersShapeDataSliderSets A considerable update, but I'm sure you're happy with older set, no need to put my newer one online for any of you. In the folder you will find both the mod provided earlier in this thread and the updated one. As an added bonus, the checksum tool I used QuickSFV which is a great little hash checking tool that will check all the files at once.Use it from the context menu and it checks all the folders contents.To use the SFV files I provide, you must put them in the extracted mods data folder, because that is where I made them.Then just click on them afer installing QuickSFV, and it will check the files automatically, they should be identical to the achives content Tatty's Apparel PM me if link goes down, but It shouldn't.Have fun
Frel Posted May 20, 2016 Posted May 20, 2016 @xXReDxSparoweXx If you go to upload stuff that you made to like the nexus read their rules. Don't upload anything from other games unless you have written permission or it's free to use. Do not upload files that contain files from other beth games even though they are the owners porting from one to another is considered a copyright violation. Most of the time it's common sense if you question if you should or shouldn't upload it to the nexus then you shouldn't upload it. o really how come THIS is still there and pretty sure he DOES NOT have permission from ID! Mmmh I believe that the orginal doom is open source nowadays edit: my bad only the code (ie not the assets) is open source https://github.com/id-Software/DOOM so yeah it should not be here. It's probably still around because nobody cared to report it
Yukihirou Posted May 21, 2016 Posted May 21, 2016 Apparently it used some assets from bethesda' Skyrim (a belt texture or something, I dont remember) so yeah, banning without giving a warning I guess, sigh...
Frel Posted May 21, 2016 Posted May 21, 2016 Apparently it used some assets from bethesda' Skyrim (a belt texture or something, I dont remember) so yeah, banning without giving a warning I guess, sigh... it used the full mesh of an armor (forsworn armor) and also some texture from the Thieve armor: just a tad more than "a belt texture". Plus when you have 2 examples on a set as above it raises doubt on the origin of the rest of the set. As for the warning well nexus had always a strict policy when it comes to IP protected things so posting such thing on this site was kind of calling for it (and especially when assets were from one of the most popular game on this site).
Nyx Morrigan Posted May 22, 2016 Posted May 22, 2016 I have a random question, on the Flight26 Outfit, is someone able to find me the tattoo texture that comes with it, and if possible, make it a CBBE body texture?Thanks, haha.
Yukihirou Posted May 23, 2016 Posted May 23, 2016 Apparently it used some assets from bethesda' Skyrim (a belt texture or something, I dont remember) so yeah, banning without giving a warning I guess, sigh... it used the full mesh of an armor (forsworn armor) and also some texture from the Thieve armor: just a tad more than "a belt texture". Plus when you have 2 examples on a set as above it raises doubt on the origin of the rest of the set. As for the warning well nexus had always a strict policy when it comes to IP protected things so posting such thing on this site was kind of calling for it (and especially when assets were from one of the most popular game on this site). Oh thank for clarifying things for me, when you put it that way I can seewhy it got removed. However, that maybe because the author is not familiar with nexus's way of doing thing, removing one or 2 outfit that use assets from skyrim and the mod would still be there, such a shame.
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