varenne Posted September 4, 2015 Posted September 4, 2015 Note: I added a link to my previous comment, it contains some screenshots. Actually it's not a conversion from Nailflan's original. It looks like tbsk used this variation (download link is in the same page). If I knew for sure what body was used, I could attempt a conversion. Also, tbsk states it is a Light GUTS conversion, but looks more like DMRA GUTS to me. I think the term Light GUTS has always been confusing. Some modders use the Manga upperbody, some Muki Muki, and some a specific version of HGEC EBE E Cup, and combine it with a (customized?) HGEC GUTS lowerbody. @ myuhinny: You were right. The author specifies the body used. It's the HGEC body from RAIAR. I only have to find the matching size. Thanks. Right. I believe tbsk started with the one from kiki (T2C1) and made their own, Impractical Bodysuit LightGUTS.zip, which is downloadable on the tbsk page you linked to. tbsk has made a lot of custom stuff, including bodies so they are in fact his own variant or fork of the original LightGUTS. You can reach them via Nexus forums and they are very helpful.
QuiteTheTail Posted September 4, 2015 Posted September 4, 2015 Right. I believe tbsk started with the one from kiki (T2C1) and made their own, Impractical Bodysuit LightGUTS.zip, which is downloadable on the tbsk page you linked to. Link to a zip file? Where? Perhaps I should turn off some ad-blocker... or learn japanese. EDIT Nevermind. Found the link thanks to a Firefox Plugin. Well, not exactly. The link was a few pages away, but I found it at last. Damn web 2.0 tbsk has made a lot of custom stuff, including bodies so they are in fact his own variant or fork of the original LightGUTS. You can reach them via Nexus forums and they are very helpful. It's certainly so, but frankly I don't know what I could possibly ask them. I doubt I'd be able to even understand their suggestions, at least for now.
myuhinny Posted September 4, 2015 Posted September 4, 2015 @QuiteTheTail You don't even have to convert the impractical bodysuit to DMRA I forgot about this one the body suit is actually nothing more then a body texture replacer for the HGEC body so to get a DMRA version all you will have to do is make copies of the DMRA body and change the texture paths for the body to the body suits texture oaths and change the NiMaterialProperty to anything but skin otherwise if it's left named skin it will use the imperial textures regardless of what textures you have set. Not sure if the one I have is the same one as Nailflans or not.
QuiteTheTail Posted September 4, 2015 Posted September 4, 2015 @QuiteTheTail You don't even have to convert the impractical bodysuit to DMRA I forgot about this one the body suit is actually nothing more then a body texture replacer for the HGEC body so to get a DMRA version all you will have to do is make copies of the DMRA body and change the texture paths for the body to the body suits texture oaths and change the NiMaterialProperty to anything but skin otherwise if it's left named skin it will use the imperial textures regardless of what textures you have set. DMRA impractical.jpg Cool. Thanks for the advice. If I get this right, with this method I could recreate the Impractical Bodysuit for any body compatible with HGEC textures, isn't it? EDIT I think yours it's the version from kiki (plenty of skin exposed).
myuhinny Posted September 4, 2015 Posted September 4, 2015 @QuiteTheTail Correct not sure on older HGEC bodies I do know some of the older bodies convert weird. But you should be able to us the it with any HGEC compatible body that uses the same UV map. There are many body suit type armors out there that use this technique so it makes for changing it to a different body very easy. Like SPB's melon knight mod the body is just a retextured oblivion body even the fallout new Vegas version is that way which is cool because now my player has my oblivion glossy body. http://www.loverslab.com/topic/1815-show-us-your-character/?p=1300524
QuiteTheTail Posted September 4, 2015 Posted September 4, 2015 And conversely, if I set the material property of the suit to skin, and the texture to femalefoot.dds, I get exactly the variant of the LightGUTS body created by tbsk. The best part being that I can finally use a body that matches perfectly the conversion of Yuravica's FLY clothes.
AnnaFly Posted September 4, 2015 Posted September 4, 2015 And conversely, if I set the material property of the suit to skin, and the texture to femalefoot.dds, I get the variant of the LightGUTS body created by tbsk. Hi , i've downloaded the file from your link ... don't goes there with your "system ... ;°) " - i'll send you the zip by PM , but there is only the meshes ans 1 esp , no textures no readme there . Cheers. PS : Sent. ( + a screenshot of the URL and the MD5 code / Checksum ...)
QuiteTheTail Posted September 4, 2015 Posted September 4, 2015 And conversely, if I set the material property of the suit to skin, and the texture to femalefoot.dds, I get the variant of the LightGUTS body created by tbsk. Hi , i've downloaded the file from your link ... don't goes there with your "system ... ;°) " - i'll send you the zip by PM , but there is only the meshes ans 1 esp , no textures no readme there . Cheers. You're too late, AF. I may have dug the grave for my PC today, but who cares? I have the outfit! The textures are contained in kiki's mod. It makes sense, since they are the same.
myuhinny Posted September 4, 2015 Posted September 4, 2015 I see nothing wrong with the site QuiteTheTail linked and I see nothing wrong with the 4share link for the mod. Some of their creature stuff would of looked nice in oblivion.
AnnaFly Posted September 4, 2015 Posted September 4, 2015 And conversely, if I set the material property of the suit to skin, and the texture to femalefoot.dds, I get the variant of the LightGUTS body created by tbsk. Hi , i've downloaded the file from your link ... don't goes there with your "system ... ;°) " - i'll send you the zip by PM , but there is only the meshes ans 1 esp , no textures no readme there . Cheers. You're too late, AF. I may have dug the grave for my PC today, but who cares? I have the outfit! .... sorry if i'm late ... but i was reading your PM ... first ... But , no problem now ...if for one reason on another you loose some files from your machine you would be able to take this one from your PMs now ... Cheers. In fact i 'm glad you found this link ( as for your english , you are better than me to find something on some "asian" sites... ) because i prefer convert from GUTs to GBEC ... then HGEC D-cup to GBEC ... tank you ! ... :°) I see nothing wrong with the site QuiteTheTail linked and I see nothing wrong with the 4share link for the mod. Some of their creature stuff would of looked nice in oblivion. Thank you Myuhinny , if i wrote to not go there with his machine it's for another reason , ... i didn't see anything wrong too in fact there. And ... it's too late as written ... Cheers. Zut ... i just realised i've "quoted" the Myuhinny comment by accident .. perfect but i don't know what i did ! zut. .... ;°)
QuiteTheTail Posted September 4, 2015 Posted September 4, 2015 Zut ... i just realised i've "quoted" the Myuhinny comment by accident .. perfect but i don't know what i did ! zut. .... ;°) You pressed the button "Multiquote", selected my comment first, then myuhinny's comment, and finally pressed the button "Reply to (2) selected posts". Don't you remember?
AnnaFly Posted September 4, 2015 Posted September 4, 2015 Zut ... i just realised i've "quoted" the Myuhinny comment by accident .. perfect but i don't know what i did ! zut. .... ;°) You pressed the button "Multiquote", selected my comment first, then myuhinny's comment, and finally pressed the button "Reply to (2) selected posts". Don't you remember? No , not exactly , i've already posted my comment and i re-edited this one to correct a mistake ... but i wanted to reply to Myuhinny too and i suppose i "quoted" his answer before i send you the re-edited comment first ... Anyway i 'll check your PM to learn how to "quote" something ... :°) Cheers.
QuiteTheTail Posted September 5, 2015 Posted September 5, 2015 In many cases you really don't need to learn either Japanese or use a translator plugin for Firefox or Chrome. There is a pattern to posts by the various MOD authors (I often refer to the as 'flavors' in my writings elsewhere), so all you really need to do is to begin to recognize and learn those patterns. Granted, I've been at this stuff for years but if I can 'see it' other should be able to too. Engage both your left and right brain hemispheres equally at the same time... If you, or anyone else for that matter still don't see 'it' try some of those pattern recognition dot tests I'm sure we've all seen. All text is object-oriented; noun-verb-adjective, subject-predicate-object When I read a paragraph I am both reading it and converting it to class objects in my head... All class objects have relationships to other class objects = patterns. You got me wrong, varenne. I was not talking about the language barrier (that is another, huge problem). I mean, I'm afraid I still don't have the modding know-how and experience to benefit from their suggestions. Unless you just wanted to point out how to find download links in a page like that...
varenne Posted September 5, 2015 Posted September 5, 2015 Unless you just wanted to point out how to find download links in a page like that... Yes. As far as tbsk, just bringing like-skilled individuals together is all; Blender. I reached out to them once in the past, wanting to identify resources used in one of their videos and they were quite responsive and helpful. Crumpled Piece of Paper is the blog of mod author tbsk, a member on Nexus. Wasn't sure you were aware of that. As far as anything I post the core intent is to be helpful. (Okay, I admit I may poke fun at or jest on occasion but still it is meant well.)
QuiteTheTail Posted September 5, 2015 Posted September 5, 2015 Crumpled Piece of Paper is the blog of mod author tbsk, a member on Nexus. Wasn't sure you were aware of that. Yes, I was. You sent me the link in the first place, do you remember? As far as anything I post the core intent is to be helpful. (Okay, I admit I may poke fun at or jest on occasion but still it is meant well.) So, there was a pun/joke intended. I almost missed it. Now the reference to honeybee's minibrain makes sense. You bastard! (Hey, I'm only joking, you know.)
varenne Posted September 5, 2015 Posted September 5, 2015 I'm lucky if I can remember what I had for breakfast this morning!
AnnaFly Posted September 5, 2015 Posted September 5, 2015 I'm lucky if I can remember what I had for breakfast this morning! Greetings. " What " ...you had ...? You wrote " what " but i'm thinking " who" more probably ... ;°) My thoughts are related to the nice lips showing from your personal icon ( the actual and the last one you used a few week ago ) . Cheers.
farlibarcai Posted September 6, 2015 Posted September 6, 2015 Failed again The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it. I don't pretend to be annoying. Thanks in advance. Such questions are never annoying. Looks like you exported it wrong, did you export the nif from blender or 3ds? Just asking because you mention to export it to 3ds first. For me it seems you did not use the skeleton in the export, (no nodes, BSX flag) as well as used the worng export settings (missing NiMaterialProperty, NiTexturingProperty). The best would be to read a tutorial for import/export for instance this. Or another, there are many well written tutorials for that out there. If you still got issues, pm me or write it down here, and I will take a closer look. Follow these steps: first import your amulet with these settings: 01.jpg delete the node ( 'right click' then 'del'): 02.jpg import the upperbody you like and delete the node as well. (in my case a BBB enabled HGEC E-Cup) OTIONAL A: I just like my object centered: select your upper body (right click) then press 'shift+s' and click cursor -> selection 03.jpg OTIONAL A:then select your amulet and press center Cursor (repeat that with all amulet parts if there are more than one: 03.1.jpg OTIONAL B:if you got more than one amulet part select both (shift+right click) and press ctrl+j to join them in one mesh (don't worry they will be exported in 2 parts if there are any difference): 04.jpg select the amulet and select the edit mode: 05.jpg do some magic (The same steps as I've written here somewhere, search for 'proportional edit falloff'): 06.jpg OTIONAL C: Weighpaint the Amulet with bone weight copy, select first the amulet then the body (right click, shift+right click) then: 07.jpg OTIONAL C: use this settings in the popup: 08.jpg delete the body now, so that only the amulet is left Now import a the skeleton (found in ...meshes\characters\_male\Skeleton.nif (if you use BBB make sure you got the right one), use these settings now: 09.jpg this is how it should look now: 10.jpg now export it to nif with these settings: 11.jpg now everything should work, here the amulet that I made for the example pics: adventurersamulet.nif If you got questions about a step just ask. ...And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone.I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender.Clean the nif. the left one looks like the vanilla amulet file, the 3 scene roots etc. appear when you open the NiSkinInstance, maybe a bit confusing in this pic because you can see only "N....". cheers. Something weird is happening with Arnoras amulet, everything seems to work but the game does not change its original mesh, and it keeps floating around the neck: I have no idea what's the problem, with the first necklace worked fine. Making my first mod is too hard, your help is really apreciated. Thanks in advance
AnnaFly Posted September 6, 2015 Posted September 6, 2015 Failed again The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it. I don't pretend to be annoying. Thanks in advance. Such questions are never annoying. Looks like you exported it wrong, did you export the nif from blender or 3ds? Just asking because you mention to export it to 3ds first. For me it seems you did not use the skeleton in the export, (no nodes, BSX flag) as well as used the worng export settings (missing NiMaterialProperty, NiTexturingProperty). The best would be to read a tutorial for import/export for instance this. Or another, there are many well written tutorials for that out there. If you still got issues, pm me or write it down here, and I will take a closer look. Follow these steps: first import your amulet with these settings: 01.jpg delete the node ( 'right click' then 'del'): 02.jpg import the upperbody you like and delete the node as well. (in my case a BBB enabled HGEC E-Cup) OTIONAL A: I just like my object centered: select your upper body (right click) then press 'shift+s' and click cursor -> selection 03.jpg OTIONAL A:then select your amulet and press center Cursor (repeat that with all amulet parts if there are more than one: 03.1.jpg OTIONAL B:if you got more than one amulet part select both (shift+right click) and press ctrl+j to join them in one mesh (don't worry they will be exported in 2 parts if there are any difference): 04.jpg select the amulet and select the edit mode: 05.jpg do some magic (The same steps as I've written here somewhere, search for 'proportional edit falloff'): 06.jpg OTIONAL C: Weighpaint the Amulet with bone weight copy, select first the amulet then the body (right click, shift+right click) then: 07.jpg OTIONAL C: use this settings in the popup: 08.jpg delete the body now, so that only the amulet is left Now import a the skeleton (found in ...meshes\characters\_male\Skeleton.nif (if you use BBB make sure you got the right one), use these settings now: 09.jpg this is how it should look now: 10.jpg now export it to nif with these settings: 11.jpg now everything should work, here the amulet that I made for the example pics: adventurersamulet.nif If you got questions about a step just ask. ... And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone. I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender. Clean the nif. the left one looks like the vanilla amulet file, the 3 scene roots etc. appear when you open the NiSkinInstance, maybe a bit confusing in this pic because you can see only "N....". cheers. Something weird is happening with Arnoras amulet, everything seems to work but the game does not change its original mesh, and it keeps floating around the neck: I have no idea what's the problem, with the first necklace worked fine. Making my first mod is too hard, your help is really apreciated. Thanks in advance Greetings. it would be more easy to help you if we can take a look at your mesh in NifSkope ... or , put another screenshot where we can see the "Edit " settings of your nif ... ... it's the minimum i need to see ... Did you adjust your mesh on the real body you use , maybe the race you use is scale to a smaller size than the model you used in NifSkope or Blender ... but i don't know how the Oblivion engine handles a mesh in this case ... never tried in fact. So open NifSkope with the Skeleton you use in game ... copy branch / paste branch of the upperbody you use in game to this Skeleton on the very first node on this skeleton ( usually " Scene root " ) ... , copy branch / past branch of your amulet too ( always on the first node " Scene root " ... adjust it if needed ( right-clic on your amulet mesh ---> Transform ---> Edit ... and once adjusted , right clic once again on the Amulet, Transform ---> Apply . Now save your nif with another name.( that's just a backup ) ... and import an animation ( .kf file ) in this nif to test this one . To do so , click on Spell ---> Animation ---> attach KF . A new windows will " pop-up , and there choose a folder where your animation is . Compris ? ... ;°) Cheers. PS .. an exemple ( exemple 01) : on this screenshot you can see the Skeleton i use in game , the full body and an " Amulet " , i just "Edtit ---> transform ---> adjusted the Z axe to - 2 , ---> edit---> transform ---Apply . And i 've loaded ( attached a kf file ) to test if the "Amulet" is in the right place or not once moving ... in fact here , i only adjusted 3 meshes ( the lower parts ) , not the "upper parts ( the " collar" ) ... this amulet .nif uses 5 different meshes , not only one.
farlibarcai Posted September 6, 2015 Posted September 6, 2015 Woah, that was fast. TY. This is the modified mesh, maybe you can find some mistakes: http://www.mediafire.com/download/b433tym9wsqmmyj/amuletarnoras1.nif The first amulet actually worked fine with FF13 race and the original HGEC body (using default scale) so I think scale does not matter.
farlibarcai Posted September 6, 2015 Posted September 6, 2015 By the way. Should I keep asking for help in this thread?LL have some tutorials area?
AnnaFly Posted September 6, 2015 Posted September 6, 2015 Woah, that was fast. TY. This is the modified mesh, maybe you can find some mistakes: http://www.mediafire.com/download/b433tym9wsqmmyj/amuletarnoras1.nif The first amulet actually worked fine with FF13 race and the original HGEC body (using default scale) so I think scale does not matter. Hi there. Well i cannot past your mesh to a Skeleton ... because there is a mistake ( of course ) : your meshes are linked/mapeped to a wrong node ... the NiNode Scene Root.00 ... that's not right ,this one isn't the very first node ( at the top , the first thing you see when you load a nif file ... in fact you must consider this first node as your Skeleton ... so your amulet need to be linked to this one ... Now compare your nif nif a common (usual) amulet nif file : So i'll try to correct your mesh now and of course i'll explain how i did ... i i can ( never worked on an "Amulet file " to solve an issue ... so let me a few minutes because once done i 'll adjust it to my body mesh an test it with an animation ... ok ? Cheers. PS " pseudo-quote" : ..." By the way. Should I keep asking for help in this thread? LL have some tutorials area? ..." Why not ? ... but if your prefer to create your own topic, it's better to check the LL's folders first , just to see if someone else didn't already asked for a similar request ... so that's just my pint of vue ... Coming soon with your mesh corrected ... i hope ... ;°)
myuhinny Posted September 6, 2015 Posted September 6, 2015 You can paste it into a nif all you need to do is to delete the .00 off of the Scene Root.00 though it seems when you paste it into a nif the necklace gets all stretchy and placed incorrectly.
AnnaFly Posted September 6, 2015 Posted September 6, 2015 You can paste it into a nif all you need to do is to delete the .00 off of the Scene Root.00 though it seems when you paste it into a nif the necklace gets all stretchy and placed incorrectly. Hi greetings Myuhinny. Unfortunately it's not so simple ... if you check the skin partitions of the 2 meshes ( thi nif uses 2 meshes) , you will see that ones use 2 bones ( Bip01 Spine2 and Bip01 Neck1) and the other only one ( ! ... that's a missing error here ) and most of all , usually aan amulet uses also the "Clavicle nodes " and also the Bip 01Head node ... not here . So there are a few errors there. If you remove ( and first rename the Scene Root .01 as Scene Root ...so there are 2 Scene Root now - that's not correct too , the 2 meshes of this amulet will loose their respective nodes ( except the NiNode Scene Root) ... that's " funny" ... i never saw that kind of error , so it's a interresting one in fact ( to improve my Knownledge about NifSkope ...) . And finally if you simple export these two meshes to anothe nif ( with a full skeleton, one mesh has an error of rotation ( +/- 90° ) and the second is totally distorded ... So a good question for my "exam ..." . Coming as soon as possible . Cheers. PS ... in fact here the "Skeleton Root" isn't the Scene Root here ( look at the Details block ) but the Scene Root.00 and that's not correct. PPS : here i corected the Skeleton Root ... that's just the first step ... now i 'll try to remove the Scene Root.00 without loosing the bones ... amuletarnoras1 test.nif to be continued PPPS ; now i removed the Scene Root.00 and as expected i loose the bones ... but now the nif is more "classic" ... amuletarnoras1 test 2.nif So now i need to add the "missing bones there , but in my opinion , only Bip01 Spine2 and Bip01 Neck 1 are not enough ( = not correct ... in my point of vue ) . i continue ... NB : at this point , i think the easy way to achieve the nif is simply to run this nif in Mesh Rigger but as this is an "exam" for NifSkope, i'll continue just with this fantastic tool PPPPS : Step 3 : now i added the bones, the nif looks correct but it isn't in fact because for me there is an error of rotation in the Spine2 node that came with this Nif File ... if you take a look at NifSkope, all seems to be alright , but if you past that mesh to another Skeleton, there 'll be an "horrible" distorsion... And there is still a missing bones in one of the two meshes in this Nif ( and probably more ...) . amuletarnoras1 test 2A.nif What else ? I need to try to correct the values from the "rotation " ... let's go ! To be continued ... ;°)
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