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Armor Modding/Mesh Help


terajunkie

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Posted

I am having a problem mixing pieces of one armor with other armors. To be specific, the Neo's S Scouter Boots and Gloves from the UNPB - BBP conversion mod ( http://skyrim.nexusmods.com/mods/19995 ) With various other pieces from other mods.

 

When equipping other chest pieces that are UNPB-BBP the glove sleeves and boot sleeves dissappear and leave gaps at the wrists and akles. Linking screenshots of examples.

 

http://i46.tinypic.com/n3sntj.jpg

http://i50.tinypic.com/15wgj5z.jpg

http://i49.tinypic.com/25iyhsk.jpg

http://i50.tinypic.com/258yqrl.jpg

http://i46.tinypic.com/15rjcjd.jpg

http://i45.tinypic.com/mvkz80.jpg

 

As you can see, it doesn't happen with every armor for some reason. Has anyone else experienced a similar situation?

 

On a side note, it is inconsistent and doesn't happen 100% of the time. Just most of the time. I've messed around with it and been able to successfully equip the gloves/boots with an alternate chest piece by...

 

Getting completely naked and saving the game

Reloading the game

going to inventory and equiping a full set of armor (Not the Neo's armor)

Switching the gloves and boots out for the Neo's Corset Gloves/boots.

 

^^that works about 90% of the time.

 

I Dont understand what could cause such a wierd glitch/bug.

Is this something that can be fixxed in nif scope?

I think I've isolated it down to a problem with the mesh on the boots/gloves. I just dont know what the problem is...

 

Thanks in advance for the helpz...

Posted

It is not a glitch at all. Each custom mod is made to "go together" with its other pieces. When you mix and match these items with other items from other mods (or even the same mod) you risk getting this.

 

As you can see in the 4th picture that you have no gap because the gloves and body are actually made to go together.

 

This is one of the problems that happen when modders custom make armors and clothes. Not all gloves/gauntlets are going to be the same size so you have to keep in mind that some outfits just aren't designed to be mixed and matched.

 

You "can" fix this but it will require you to go into blender and create a wrist to the gloves in question to eliminate the gap. Now the risk there is that the wrist could then "clip" (or show through) on certain body armors. Kind of a pick your poison deal.

 

Remember there is no body under the clothes/armor meshes. They replace the body and this is why you see gaps at times when mixing/matching some things together.

Posted

 

You "can" fix this but it will require you to go into blender and create a wrist to the gloves in question to eliminate the gap. Now the risk there is that the wrist could then "clip" (or show through) on certain body armors. Kind of a pick your poison deal.

 

Thank you for responding :). I assume I can fix it in 3dsmax as well? and by fix I mean edit the meshes for the boots and gloves? Also, would you know why it sometimes works and sometimes doesnt?

Posted

send me the .Max file in private message i'll take a look at them if u wish. and dont worry, i dont need that armor lool :D

Posted

what exactly armors and gears that you use ?

 

it doesnt really need to be fix with 3D app, even tho i recomended it. i think its more about BSDismemberSkinInstance (dismember partition). body and armor mesh sometime is set with different partition number but still in one mesh (still cant figure how to do it, i mostly make them separated tho). from your picture i think its calves section is the problem (body slot 38) or even any section that conflict with mesh that use same section.

 

it can be fix, but it will require you to edit the partition number in the nif file and match it with body slot number that were use in CK. i mostly just do them in same partition. i use this basic number partition number along with my custom armor, so if you find an armor with 2-3 set of partition, just set them with same number.

Body/armor : 32

Long Gloves/Gloves: 33

Gauntlet: 34

Shin Guard : 38

Boots : 37

accessories (mask, belt, bandana, backpack etc) for the rest of body slot numbers.

Posted

what exactly armors and gears that you use ?

 

it doesnt really need to be fix with 3D app' date=' even tho i recomended it. i think its more about BSDismemberSkinInstance (dismember partition). body and armor mesh sometime is set with different partition number but still in one mesh (still cant figure how to do it, i mostly make them separated tho). from your picture i think its calves section is the problem (body slot 38) or even any section that conflict with mesh that use same section.

 

it can be fix, but it will require you to edit the partition number in the nif file and match it with body slot number that were use in CK. i mostly just do them in same partition. i use this basic number partition number along with my custom armor, so if you find an armor with 2-3 set of partition, just set them with same number.

Body/armor : 32

Long Gloves/Gloves: 33

Gauntlet: 34

Shin Guard : 38

Boots : 37

accessories (mask, belt, bandana, backpack etc) for the rest of body slot numbers.

[/quote']

 

^^ that is above my skill level currently, lol, but I will look into it and figure it out. Thanks for that info, I'm sure it will help, and makes sense. I haven't even looked into that area of a .nif yet, guess now it's time I did, lol.

 

thanks again.

 

EDIT: Oh and the parts I'm working with are.

 

The chest from this http://modtype.doorblog.jp/archives/10265031.html#more

Just edited the chest by cutting some parts and redoing the texture.

 

And the boots and gloves from this.

http://skyrim.nexusmods.com/mods/19995'>http://skyrim.nexusmods.com/mods/19995

^^ which requires this first http://skyrim.nexusmods.com/mods/19995

(You have to install Scouter Corset by NEO and then overwrite it with the Neo Corset UNPB_BBP)

 

Body is the UNPB-BBP body

http://skyrim.nexusmods.com/mods/14899

Posted

 

You "can" fix this but it will require you to go into blender and create a wrist to the gloves in question to eliminate the gap. Now the risk there is that the wrist could then "clip" (or show through) on certain body armors. Kind of a pick your poison deal.

 

Thank you for responding :). I assume I can fix it in 3dsmax as well? and by fix I mean edit the meshes for the boots and gloves? Also' date=' would you know why it sometimes works and sometimes doesnt?

[/quote']

 

Yea, blender or 3dsmax either one will work. Well that depends. As I explained earlier if you add a wrist to fill the gap to the gloves it may work with some of your armors but it may clip with other custom armors. That was what I was referring to earlier by a pick your poison comment. It would be ideal if all modders made their armors/clothes to conform to the vanilla lengths and dimensions so this was never a problem. Unfortunately it will never happen. :(

 

Long story short you can see if you open a vanilla gauntlet alongside that custom glove you will see that they are different lengths (up the arm). This is where the "gap" comes from. To fix this you would need to bridge the gap either by making the glove longer or adding in a wrist to "fill" the distance. Again, doing this may cause clipping with the original matching set since the body armor/clothing was designed with a wrist attached to it rather than the glove.

 

Hope that sheds more light on why this occurs.

 

Cheers,

Greg

Posted

 

Hope that sheds more light on why this occurs.

 

Cheers' date='

Greg

[/quote']

 

I think I see what your saying. Basically, the Armor I'm using in the pics, the gloves that go with that armor are basically like vanilla gloves (no wrist). And the gloves/boots i'm trying to mix with the armor are fully custom (wrist/ankle added). So when I equip the armor, It uses the default body packaged with that armor "no wrist armor", and by equipping the Custom Gloves the wrist part "extension, whatever" can't show up.

 

Which means, the wrist/ankle parts have to be added to the armor, to match the custom gloves/boots?

 

Edit: im sure Im missing a point here or there, but your explanation helps get me alot closer to understanding, so thank you for clarifying it a bit :)

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