shizukums Posted August 26, 2016 Posted August 26, 2016 Hello. I decided to put together 2 meshes, and remove a bit of each of them as well. This wasn't a problem. I imported them both to blender, did my changes, and exported. I followed a tutorial from Nexus mods on how to import and export from blender. Problem is that my model doesn't show up in game. I'm just replacing an existing mesh. I got it working the first time I tried it, but the texture path was wrong or something. I couldn't find out how to fix it, so I just started over from scratch. And thats where I'm at now. Now my model just doesn't show up. I think I did something wrong in Nifskope, because there are a lot of steps to do, and some dont seem to work for me. So I kind of figured some things out for my self. (Which apparently didn't turn out too great.) I'm trying to replace a SoS for females. There was a dog futa schlong, but it used bear balls and the sheath was fur, which I didn't like. So I replaced that half with the base from the uncircumcised futa schlong. I'm not wanting someone to just fix it, but please explain where I messed up so I can learn and do this in the future by myself. Thank you for all help. export.nif
Hæretic Posted August 26, 2016 Posted August 26, 2016 Is the Torso the right body part? If not you have to change it for both NITriShapes under BSDismemberSkinInstance/BodyPartsList.
Tweens Posted August 26, 2016 Posted August 26, 2016 Change the BSDismemberSkinInstance/Partitions/Partitions/Body Part to 52 for both NiTriShapes. I will presume that you will name the .nif to something the game recognizes? Unless, of course, you have a mod that will utilize export-1. Edit to add: You have Vertex colors activated in the NiTriShapeData for the Knot; but you don't have Vertex colors in the BSLightingShaderProperty. Personally, I would copy the Shader from the SamGenitals and change the texture set.
myuhinny Posted August 27, 2016 Posted August 27, 2016 You could also just right click the BSDismemberSkinInstance and go to block - convert and convert it to NiSkinInstance that way the nif will use the slot/slots you picked in the .esp as NiSkinInstance doesn't have any partitions.
shizukums Posted August 27, 2016 Author Posted August 27, 2016 Thank you all for the quick replies! Change the BSDismemberSkinInstance/Partitions/Partitions/Body Part to 52 for both NiTriShapes. I will presume that you will name the .nif to something the game recognizes? Unless, of course, you have a mod that will utilize export-1. Edit to add: You have Vertex colors activated in the NiTriShapeData for the Knot; but you don't have Vertex colors in the BSLightingShaderProperty. Personally, I would copy the Shader from the SamGenitals and change the texture set. I followed through with these instructions, which now the model does appear in game, but the textures look like the UV map isn't set or something. I can get screenshots if that would help. The texture paths should be correct, according to nifskope. When I view the textures in Nifskope, and look at the UV maps, it looks all fine. You could also just right click the BSDismemberSkinInstance and go to block - convert and convert it to NiSkinInstance that way the nif will use the slot/slots you picked in the .esp as NiSkinInstance doesn't have any partitions. I haven't used the CS to make an .esp. I'll have to learn how to do all that sometime. Right now I'm replacing the .nif from an existing futa schlong mod. I did this a while ago, but just replacing it with the uncircumcised futa schlong, so I had easy access to both types. Because that worked by just replacing the .nif, I hope that the same thing will happen with the one I'm trying to make. I suppose I should've been more clear in my first post, in case that is what's causing the texture things to mess up.
myuhinny Posted August 27, 2016 Posted August 27, 2016 You wouldn't get very far with the CS since the CS (creation set) is for oblivion not skyrim the CK (creation kit) is for skyrim. If you are replacing someone else's nif with yours then your slots in your nif need to match the slots in their .esp or the item will be invisible. To look at the slots that are being used load up the futa slong mod into the CK and look and see what slots they have selected then make sure your slots in your nif match the slots in the .esp. Or convert the BSDismemberSkinInstance to NiSkinInstance for both pieces in your nif and it'll use the .esp's slots that they selected in their .esp.
shizukums Posted August 27, 2016 Author Posted August 27, 2016 You wouldn't get very far with the CS since the CS (creation set) is for oblivion not skyrim the CK (creation kit) is for skyrim. If you are replacing someone else's nif with yours then your slots in your nif need to match the slots in their .esp or the item will be invisible. To look at the slots that are being used load up the futa slong mod into the CK and look and see what slots they have selected then make sure your slots in your nif match the slots in the .esp. Or convert the BSDismemberSkinInstance to NiSkinInstance for both pieces in your nif and it'll use the .esp's slots that they selected in their .esp. Oops. Morrowind's editor was also called CS. I forgot they changed it with Skyrim. I'm just used to saying CS and not CK, but it is what I meant. Thank you for the information about the slots. I went ahead and converted the BSDismemberSkinInstance to NiSkinInstance, and nothing seemed to change from my last post. But it seems this is a better way of doing that, so I'll stick with that. The textures still look like the UV map isn't right. Attached picture shows the problem. The dog part and human base are both having texture problems. Normally there's very little texture seam between the base of the schlong and the female body.
shizukums Posted September 1, 2016 Author Posted September 1, 2016 I started from scratch and got the same results. So I'm doing something wrong but I don't know what. Here's what I've been doing, after getting it into blender 1: I import the meshes and delete the skeletons. Alt + P to "clear parents" 2: I make the changes that I do. Which is combine the dog knot to human balls. 3: I go to Shading -> Texture buttons, change "Texture type" to "Image" and select a .dds. The tutorial I follow says it doesn't matter what image, just any will work. 4: I go back to Material Buttons and change "Map Input" to "UV" 5: I import the skeleton from the human schlong, and make it the parent of both meshes. 6: Export using most of Fallout 3's settings. I un-check "Stripify geometries", "Stitch strips" and "Flatten skin". The tutorial I follow has a reference picture that shows those are disabled. 7: I open the exported model in nifskope 8: delete the ShaderLighting stuff 9: Change user version to "12" and User Version 2 to "83" 10: I go to "NiTriShapeData" and make "BS Num UV Sets > 1" and "Has Normals > No" 11: I copy BSLightingShaderProperty from the human schlong that works in-game, and paste it onto both of the meshes. I change the texture path for the dog part to "textures\creature_features\wolf\wolf_black_penis_color.dds" and the "Normal" and "SK" textures as well. 12: I made the BSDismemberSkinInstance 52 for both of the meshes 13: Save it and replace a schlong in-game. The model shows, but textures look like the picture above still. I attached the nif here. The textures still look like the picture from above. peniswip.nif
neanderthrall Posted September 1, 2016 Posted September 1, 2016 11: I copy BSLightingShaderProperty from the human schlong that works in-game, and paste it onto both of the meshes. I change the texture path for the dog part to "textures\creature_features\wolf\wolf_black_penis_color.dds" and the "Normal" and "SK" textures as well. This is where you're getting tripped up, I think. The BSLightingShaderProperty for the human Nitrishape will not work for the canine Nitrishape, even if you edit the texture paths. It lacks the correct data to tell the texture files how to sit on the mesh so it throws them on randomly. Copy the BSLightingShaderProperty from the original canine file and paste it into your canine Nitrishape. Edit the NitrishapeData as usual (compare with the original). Spells->Batch->Update All Tangent Spaces and save. This "should work". I'm just going off the top of my head here since I don't have the texture files to confirm on my end.
shizukums Posted September 2, 2016 Author Posted September 2, 2016 11: I copy BSLightingShaderProperty from the human schlong that works in-game, and paste it onto both of the meshes. I change the texture path for the dog part to "textures\creature_features\wolf\wolf_black_penis_color.dds" and the "Normal" and "SK" textures as well. This is where you're getting tripped up, I think. The BSLightingShaderProperty for the human Nitrishape will not work for the canine Nitrishape, even if you edit the texture paths. It lacks the correct data to tell the texture files how to sit on the mesh so it throws them on randomly. Copy the BSLightingShaderProperty from the original canine file and paste it into your canine Nitrishape. Edit the NitrishapeData as usual (compare with the original). Spells->Batch->Update All Tangent Spaces and save. This "should work". I'm just going off the top of my head here since I don't have the texture files to confirm on my end. That solved the texture problem!.. But now I have new problem. The dog part doesn't change its lighting. Lights have no effect on it. If I'm outside and it's daytime, it looks ok. But if I'm in a dark dungeon or something, it's completely black. Thank you for your help, and I'm sorry that I can't seem to get anything done by myself. I tried tampering with it for about an hour, changing a bunch of stuff, but couldn't figure out the darkness thing. peniswip.nif
shizukums Posted September 11, 2016 Author Posted September 11, 2016 Sorry to bump. I can't figure this out at all, so any help is appreciated.
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