nehaberlan Posted April 15, 2016 Posted April 15, 2016 Hi, I try to create NPC. But, there is a space between body and head. How can I repair this problem. And, why this problem occurs? Thanks...
freddark Posted April 15, 2016 Posted April 15, 2016 Head meshes do not scale with weight like body meshes do. If you create a head at 50 weight, you need to set the body also at 50 weight. If you set body weight more than 50 you get a gap, and if you set it less than 50 you will notice the neck not matching the curvature of the shoulders. Use the CK or console to set weight. In the console click on the NPC and type - setnpcweight #. Then you need to disable/enable, and save for the change to be permanent. Hope this helps
nehaberlan Posted April 16, 2016 Author Posted April 16, 2016 Head meshes do not scale with weight like body meshes do. If you create a head at 50 weight, you need to set the body also at 50 weight. If you set body weight more than 50 you get a gap, and if you set it less than 50 you will notice the neck not matching the curvature of the shoulders. Use the CK or console to set weight. In the console click on the NPC and type - setnpcweight #. Then you need to disable/enable, and save for the change to be permanent. Hope this helps Hi, I'm using RaceMenu. I checked the weight. In the game and in the CK, I set it to 50 both of them. In the game I used the command: setnpcweight 50 Does the CBBE, or 7Base, UNP, etc kind body can cause this kind of problem? Thanks...
freddark Posted April 16, 2016 Posted April 16, 2016 It should not matter what body type you use. The main thing is to remember the head 'weight' and set the body weight the same. Also I never touch the neck size in RM.
nehaberlan Posted April 17, 2016 Author Posted April 17, 2016 It should not matter what body type you use. The main thing is to remember the head 'weight' and set the body weight the same. Also I never touch the neck size in RM. Thanks a lot...
FastestDogInTheDistrict Posted April 17, 2016 Posted April 17, 2016 What method did you use for this? Did you follow a particular tutorial?
nehaberlan Posted April 17, 2016 Author Posted April 17, 2016 What method did you use for this? Did you follow a particular tutorial? I tried to create a follower by using CPU's tutorial: http://www.loverslab.com/files/file/2132-tutorial-to-create-a-follower/
FastestDogInTheDistrict Posted April 17, 2016 Posted April 17, 2016 Why does that tutorial advise selecting ONLY Skyrim.esm in the File > Data popup? As far as I know, when making followers you should always select both Skyrim.esm and Update.esm. (*If there is a specific reason in this instance, someone may like to correct me there - I know that some tutorials do advise selecting only Skyrim.esm. The earlier tutorials I have worked from however have always advised selecting both) People used to see this neck gap problem when using the old NPCedit (?) tool from way back when, or when instead of creating a new Actor, they modify an existing one (or duplicate of an existing one) which for whatever reason does not respond well to having its weight adjusted. It is generally a lot less fuss to just leave the weight setting alone if you are modifying an actor in the CK. I would start the process again from scratch, and follow the tutorial very closely - it could be a simple mistake somewhere in the process. I would also double-check your process by watching/reading some other tutorials to make sure there is nothing you're doing in error or accidentally leaving out.
nehaberlan Posted April 30, 2016 Author Posted April 30, 2016 Hi, I checked several forums about gap between head & body. Someone made a console command in game as: setnpcweight 101 I tried 101 and 100 too. Both of them worked to disappear the gap. I had the same problem in the Creation Kit also. Then, I changed my NPC's weight from 50 to 100. The gap disappeared too. During using RaceMenu, I checked the weight settings were equal in the RaceMenu and CK. If I kept the weight less than 100, the gap appears again in the game, and in the CK also. I have my 7Basefemalebody_1.nif, 7Basefemalebody_0.nif. But, I keep them in my Data/Meshes/MyMod/Actor/Character/CharacterAssets/ folder. NOT in Data/Meshes/Actor/Character/CharacterAssets/MyMod/. That can be the problem? Some people say that it's mismatched Body/Head textures problem. Another one says it's about skeleton. So, they make me confused. If you can help me anyway, I'll appreciate. Sincerely Yours...
FastestDogInTheDistrict Posted April 30, 2016 Posted April 30, 2016 Hey Nehaberlan! Well, the skeleton angle is easy to clear up (though I doubt that's the problem here) - if you're using SeveNBase (good choice!), you should be using Groovtama's XPMSE skeleton, and ONLY that skeleton, really. It's the best choice. Additionally, if you're not already, you should also be using a mod manager like NMM or MO to install/uninstall mods, LOOT to sort your load order, and you should be using FNIS when using a custom skeleton like XPMSE. Setnpcweight is not the optimal way to address this problem. It's not even really a *FIX* as such - it's more like a workaround which was sometimes used early in Skyrim modding, but it's not a substitute for building the mod correctly in the first place. Put this NPC to one side, chalk it up as a learning experience, and start from SCRATCH. Here is a tutorial which I have used to make my own followers. It's an older one, but I have found it to be very good, very beginner-friendly, and it's a great way to learn the process. Follow it through step by step. Don't SKIP any steps, and don't TL;DR your way through it! Heh heh! No shortcuts! It may seem like a lot, but it's worth it. https://levelskip.com/rpgs/Hot-to-Turn-Your-Skyrim-Character-into-a-Follower *remember - you must temporarily re-name your tintmasks folder (location: ...\Skyrim\Data\textures\actors\Character\character assets ) prior to opening the CK, and restore the name after you have closed it. This helps avoid several texture bugs (do NOT set the interpolation slider to 0 to try & get around doing this, that just causes other problems). *remember - include the face .nif & .tga with your follower if you are packaging it for others to download & use (they'll already be generated by the CK as part of the export process if you have done it right, but if you don't include them in the mod for others to use, then the textures & tints you have chosen will not display correctly). Info on the how/why of this particular step is easily sourced via Google. If you want to take a look at the folder structures & setup for basic Skyrim followers, please feel free to check the Nord modpage linked in my signature below for some working examples.
nehaberlan Posted April 30, 2016 Author Posted April 30, 2016 Hey Nehaberlan! Well, the skeleton angle is easy to clear up (though I doubt that's the problem here) - if you're using SeveNBase (good choice!), you should be using Groovtama's XPMSE skeleton, and ONLY that skeleton, really. It's the best choice. Additionally, if you're not already, you should also be using a mod manager like NMM or MO to install/uninstall mods, LOOT to sort your load order, and you should be using FNIS when using a custom skeleton like XPMSE. Setnpcweight is not the optimal way to address this problem. It's not even really a *FIX* as such - it's more like a workaround which was sometimes used early in Skyrim modding, but it's not a substitute for building the mod correctly in the first place. Put this NPC to one side, chalk it up as a learning experience, and start from SCRATCH. Here is a tutorial which I have used to make my own followers. It's an older one, but I have found it to be very good, very beginner-friendly, and it's a great way to learn the process. Follow it through step by step. Don't SKIP any steps, and don't TL;DR your way through it! Heh heh! No shortcuts! It may seem like a lot, but it's worth it. https://levelskip.com/rpgs/Hot-to-Turn-Your-Skyrim-Character-into-a-Follower *remember - you must temporarily re-name your tintmasks folder (location: ...\Skyrim\Data\textures\actors\Character\character assets ) prior to opening the CK, and restore the name after you have closed it. This helps avoid several texture bugs (do NOT set the interpolation slider to 0 to try & get around doing this, that just causes other problems). *remember - include the face .nif & .tga with your follower if you are packaging it for others to download & use (they'll already be generated by the CK as part of the export process if you have done it right, but if you don't include them in the mod for others to use, then the textures & tints you have chosen will not display correctly). Info on the how/why of this particular step is easily sourced via Google. If you want to take a look at the folder structures & setup for basic Skyrim followers, please feel free to check the Nord modpage linked in my signature below for some working examples. I'm using Groovtama's XPMSE skeleton, NMM, FNIS, and LOOT. I'm gonna check the tutorial. But, I still don't know how to clean up the skeleton angle. Thank You for your suggestions. PS: I'm beginner. So, it's still difficult for me to understand the technical and related terms, tutorials. I say to myself: "Be patient, read, read..."
FastestDogInTheDistrict Posted May 1, 2016 Posted May 1, 2016 Hey Nehaberlan! Well, the skeleton angle is easy to clear up (though I doubt that's the problem here) - if you're using SeveNBase (good choice!), you should be using Groovtama's XPMSE skeleton, and ONLY that skeleton, really. It's the best choice. Additionally, if you're not already, you should also be using a mod manager like NMM or MO to install/uninstall mods, LOOT to sort your load order, and you should be using FNIS when using a custom skeleton like XPMSE. Setnpcweight is not the optimal way to address this problem. It's not even really a *FIX* as such - it's more like a workaround which was sometimes used early in Skyrim modding, but it's not a substitute for building the mod correctly in the first place. Put this NPC to one side, chalk it up as a learning experience, and start from SCRATCH. Here is a tutorial which I have used to make my own followers. It's an older one, but I have found it to be very good, very beginner-friendly, and it's a great way to learn the process. Follow it through step by step. Don't SKIP any steps, and don't TL;DR your way through it! Heh heh! No shortcuts! It may seem like a lot, but it's worth it. https://levelskip.com/rpgs/Hot-to-Turn-Your-Skyrim-Character-into-a-Follower *remember - you must temporarily re-name your tintmasks folder (location: ...\Skyrim\Data\textures\actors\Character\character assets ) prior to opening the CK, and restore the name after you have closed it. This helps avoid several texture bugs (do NOT set the interpolation slider to 0 to try & get around doing this, that just causes other problems). *remember - include the face .nif & .tga with your follower if you are packaging it for others to download & use (they'll already be generated by the CK as part of the export process if you have done it right, but if you don't include them in the mod for others to use, then the textures & tints you have chosen will not display correctly). Info on the how/why of this particular step is easily sourced via Google. If you want to take a look at the folder structures & setup for basic Skyrim followers, please feel free to check the Nord modpage linked in my signature below for some working examples. I'm using Groovtama's XPMSE skeleton, NMM, FNIS, and LOOT. I'm gonna check the tutorial. But, I still don't know how to clean up the skeleton angle. Thank You for your suggestions. PS: I'm beginner. So, it's still difficult for me to understand the technical and related terms, tutorials. I say to myself: "Be patient, read, read..." Excellent! Don't worry - we've all been beginners at one point or another! It took me a few attempts to get follower creation working properly - you'll get there in no time! *Whenever I come across problems or terms that I don't understand, I ask, and/or search Google. Mostly it works - in some cases though I still don't know.
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