myuhinny Posted September 6, 2015 Posted September 6, 2015 @AnnaFly I was replying to the first part of your post the part where you said. ***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*** I was only saying that you can paste it to a skeleton if you deleted the .00 from the 2nd scene root.
AnnaFly Posted September 6, 2015 Posted September 6, 2015 @AnnaFly I was replying to the first part of your post the part where you said. ***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*** I was only saying that you can paste it to a skeleton if you deleted the .00 from the 2nd scene root. Yes Myuhinny , i know that but i will loose the nodes too , so if you add an animation to the Skeleton with this passed mesh ... the mesh will stay in the same place , not attached to the skeleton and of , will not move with this one . I've posted 3 nifs now ... step by step ... i need to do so if i want to explain finally what i did and how i did ... Now i'll try to correct the Spine 2 's Rotation ... As i wrote the easy way from the second nif is just to use the Mesh Rigger to " Rigg" ( of course ) this amulet ... but i want to correct this one just with NifSkope ( if it's possible ...) . Cheers. PS ;i'll add the other "steps" in the same comment ( a a new PPPPPPPPPPPS ....) not in a new one ..
fejeena Posted September 6, 2015 Posted September 6, 2015 If the amulet ( necklace, collar ) works in game it's ok. The number of bones are unimportant. I have a necklace nif with only one bone ( Bip01 Spine2 ) many with two bones ( Bip01 Spine2 and Bip01 Neck1 . or Bip01 Neck1 and Bip01 Head ) And they all function well in the game. -------------------------------- Yes if you don't want to change the shape of the amulet you don't need Blender. You can lower the amulet ( necklace, collar ) with NifSkope, perhaps a little change of the angle, and then run Mesh Rigger.
AnnaFly Posted September 6, 2015 Posted September 6, 2015 If the amulet ( necklace, collar ) works in game it's ok. The number of bones are unimportant. I have a necklace nif with only one bone ( Bip01 Spine2 ) many with two bones ( Bip01 Spine2 and Bip01 Neck1 . or Bip01 Neck1 and Bip01 Head ) And they all function well in the game. -------------------------------- Yes if you don't want to change the shape of the amulet you don't need Blender. You can lower the amulet ( necklace, collar ) with NifSkope, perhaps a little change of the angle, and then run Mesh Rigger. Greetings. Yes not important you said but here, the amulet ( the nif) has e different meshes and onlly one use two bones oand the othere only one ... in this case ( take a look at the meshes) one meshe will move , and the othere will probably move another way . And as i said, once " corrected in cannot past this nif to a usual Skeleton ( Deedees, Vipcxj or LAPF ) without get a fully " distorded "amulet , so in this case no need to test it in game ... but i know one mode ( a clothing replacer where there is an error of rotation seen in NifScope but working without problem in Game so ...maybe ... Well just to be sure i'll test the mesh in game first ... who knows ? ...not me . In fact at this moemnt i just want to find a way In NIfSkope to repair this nif .... if i cannot , so i will use the Mesh Rigger . Cheers.
avebrave 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 that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk. as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots) amuletarnoras1 should work.nif because I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post) cheers.
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 that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk. as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots) amuletarnoras1 should work.nif because I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post) cheers. Greetings. Hi AveBrave ... and yes this one should work, no problem to past your nif to a Skeleton ... but now i've no more reason to find a way via NifSkope ( and i like it so much ...) snifff, sniff ... :°) Anyway, thank you for him. NB: i will find a way a little bit later ... i need a "little rest now" . Take care. Cheers.
avebrave Posted September 6, 2015 Posted September 6, 2015 ... hi AveBrave ... and yes this one should work, no problem to past your nif to a Skeleton ... but now i've no more reason to find a way via NifSkope ( and i like it so much ...) snifff, sniff ...:°) ... that was exactly what I thought after I post. Maybe I should hide the file behind a spoiler so you didn't find it . But thats foolish me, if any nif doesn't look right I first import/export it. cheers.
AnnaFly Posted September 6, 2015 Posted September 6, 2015 ... hi AveBrave ... and yes this one should work, no problem to past your nif to a Skeleton ... but now i've no more reason to find a way via NifSkope ( and i like it so much ...) snifff, sniff ...:°) ... that was exactly what I thought after I post. Maybe I should hide the file behind a spoiler so you didn't find it . But thats foolish me, if any nif doesn't look right I first import/export it. cheers. Not , thank you , i'll try another day , i'm tired ( didn't sleep tonight infact ) , but thi mesh will o,ly fit a little number of upper bodies ... actually i use the Gooboo 's GBEC / UNPK for Oblivion for my character and this amulet don't "fit" this upper body very well . I was interrested by this "test" because i have in mind to write a tutorial ( as complete as possible) just for NifSkope but in a few language ... english ( i have no really a choice there ) , french, german , italian and spanish ....and probably russian too . That's just a project , an idea ( ...as Rome ... in the beautiful movie "Gladiator " ) at this moment , i have so many other in mind , too much probably. Anyway, once again, thank you for him. Cheers. Coming soon ...in a few hours after a rest. PS ; by the way the " AdventurerAmulet.nif" you made as an exemple ( Spoiler from post 2174 ) fits perfectly the neck/shoulder zones of "my" favorite GBEC body ... thank you.
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. Greetings. Hi . Well AveBrave solved your "issue" ... with Blender. http://www.loverslab.com/topic/955-is-there-a-mod-that-and-requests-thread/page-110?do=findComment&comment=1308616 So, thanks to him. Now, my turn to post a "request" and you are probably the only one who could answer this one : i've tried to solve your problem just with NifSope ... but " AveBrave" stopped me with his solution - Brave garçon ... :°) - in fact i 've in mind to write a tutorial just for NifSkope ...and that's why i try to solve a problem only with this wonderful tool ... but it's not always enough or possible . So i need some " bugged" mesh like yours to see if it's possible or not ... now my request : if in the futur you find what you did wrong on this nif, please let us know , ok ? I'll try , anyway to solve this problem ( just with NifSkope ) , just for my "knownledge " and my futur ( ? ) tutorial. But , for the moment , i prefer to keep this " problem" for another day , and of course , if i can solve this problem , i'll post the final nif as a P....PS in my post number 2180 : http://www.loverslab.com/topic/955-is-there-a-mod-that-and-requests-thread/page-109?do=findComment&comment=1308566 Cheers. PS : i've just extracted the original "arnora" amulet meshes and i notice this one also use only one of the two nodes for one of its meshes ... that's unusual but , anyway , i can compare now yours and the original one .
AnnaFly Posted September 7, 2015 Posted September 7, 2015 Greetings. i suppose some of you already know this, but you can download the SPB SMDR 027 "Athletes" now ... what's new there : the legs ! That's not those from the DMMC body . Great point , isn't it ? Cheers http://akaspb.blog.fc2.com/page-1.html http://www.mediafire.com/download/ccxcq17p577oxfz/SMDR+027+Athletes.7z
farlibarcai Posted September 7, 2015 Posted September 7, 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 ... the mistake is there.JPG Now compare your nif nif a common (usual) amulet nif file : Do you see the difference.JPG 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 ... ;°) 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 ... ;°) 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 that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk. as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots) amuletarnoras1 should work.nif because I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post) cheers. Thank you again. This seems complicated. I think I should try some nifskope tutorials before starting to work on this mod, never thought how hard is to put meshes in your game for first time.
AnnaFly Posted September 7, 2015 Posted September 7, 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 ... the mistake is there.JPG Now compare your nif nif a common (usual) amulet nif file : Do you see the difference.JPG 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 ... ;°) 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 ... ;°) 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 that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk. as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots) amuletarnoras1 should work.nif because I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post) cheers. Thank you again. This seems complicated. I think I should try some nifskope tutorials before starting to work on this mod, never thought how hard is to put meshes in your game for first time. Greetings. Hi. So as i wrote , your mesh is clean now. About NifSkope : it's really a " must have " even when you 'll be more familiar with Blender , you will probably need to use NifSkope to finish and clean your mesh. But you can really do a lot of things with this tool, not all , you cannot ( ex : for this moment , cut a part of a mesh ...unfortunately ) . But whow knows, there is already a new NifSkope version ... Beta , and in the futur , i suppose new functions 'll be implanted too ... Just one thing please : if you find the cause ( so what you did "wrong" on this these meshes ) let us know , like this , i would probably be able to know exactly if it is possible or not to repair your nif ... just with NifSkope. Cheers. PS : sorry, in yellow some " mistakes corrected " ... ( i must read what i wrotre first , ...and post my comment after ... but most of the time i post first , and take a look on wy comment after ... ).... " hônte sur moi " ... ;°)
Zor2k13 Posted September 7, 2015 Posted September 7, 2015 Been away from here for a long time now..... bored of most games and skyrim. Thinking about coming back to oblivion to fix that mod of PSE mod I uploaded a while back. Something that has bugged my about turning elder scrolls games into porn simulators is that I actually enjoyed the original storylines of oblivion and skyrim although after modding PSE I pretty much ruined oblivion for myself in that regard. I don't want to do the same thing to myself with skyrim even though the sex mods for skyrim are really good. I guess if there was another world in the game to play with instead of using the default start and game world like that night city looking mod can't remember the name of it atm but there doesn't seem to be a story or npcs there just an empty city. So for now it is back to oblivion if I want sex stuff and one thing that bugs me is the default music in oblivion since I want to totally ruin the default experience for myself now but I can't find any kinda sort of porny porno music to replace the default game music? Anyone know where to find this kind of music for oblivion? Not talking about girl screwing in background to loser rap music no.... just some dirty sounding music to replace the combat music and the outside music etc. Kinda sort of obvious what it is when you hear it, not a bunch of loud obnoxious crap or anything. I am thinking someone must have made such a thing by now?
myuhinny Posted September 7, 2015 Posted September 7, 2015 SPB SMDR 027 Athletes is a mixture of 2 bodies the upper body is the DMRA light guts and the lower body is actually from Speedbusters SPB15 Muki Muki body. A person might actually be able to convert them without the arms falling off or other oddity because the body is a custom made one and without having to search all over the place for a body close to the body in the armor.
farlibarcai Posted September 7, 2015 Posted September 7, 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 ... the mistake is there.JPG Now compare your nif nif a common (usual) amulet nif file : Do you see the difference.JPG 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 ... ;°) 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 ... ;°) 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 that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk. as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots) amuletarnoras1 should work.nif because I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post) cheers. Thank you again. This seems complicated. I think I should try some nifskope tutorials before starting to work on this mod, never thought how hard is to put meshes in your game for first time. Greetings. Hi. So as i wrot , your msh is clean now. About NifSkope : it's really a " must have " even when you 'll be more familiar with Blender , you will probably need to use NifSkope to finish a clean your mesh. But you can really do a lot of thing with this tool, not all , you cannot ( for this moment , cut a part of a mesh ...unfortunately . But whow knows, there is already a new NifSkope version ... Beta , and in the futur , i suppose new fonction 'll be implanted too ... Just one thing please : if you find the cause ( so what you did "wrong" on this meshes ) let us know , like this i would probably be able to know exactly if it is possible or not to repair your nif ... just with NifSkope. Cheers. I carefully followed the steps you posted, no idea what is actually happening.
AnnaFly Posted September 7, 2015 Posted September 7, 2015 SPB SMDR 027 Athletes is a mixture of 2 bodies the upper body is the DMRA light guts and the lower body is actually from Speedbusters SPB15 Muki Muki body. A person might actually be able to convert them without the arms falling off or other oddity because the body is a custom made one and without having to search all over the place for a body close to the body in the armor. Greetings. Hy Myuhinny. I've no checked all the points of this SPB's new mod , but i'm glad she didn't used her "legs " ( i really don't like them , especially from the " rear view / back side "... horrible ...but that's just my point of view ...strange choice for someone who already made so many different bodies ...) . Anyway , the most important point is to see a new shared ( publicly ) mod from her, of course . Cheers.
QuiteTheTail Posted September 7, 2015 Posted September 7, 2015 Anyway , the most important point is to see a new shared ( publicly ) mod from her, of course . Cheers. Last collection was released about 9 months ago: http://www.nexusmods...on/mods/45729/?
AnnaFly Posted September 7, 2015 Posted September 7, 2015 Anyway , the most important point is to see a new shared ( publicly ) mod from her, of course . Cheers. Last collection was released about 9 months ago: http://www.nexusmods...on/mods/45729/? Greetings. Yes but if you took a look at the " Comments Section " of this one , i think i wrote something about the need to keep this mod Up to date now ( when it was released ) ... i wrote this point there or here at LL , because the same file was posted here too . So SMDR 027 is a " new mod " as i wrote in my PM ( sent a few miutes ago ) i i didn't saw this one a few week ago with the public link to Mediashare ... but maybe i just miss it ... Cheers.
QuiteTheTail Posted September 10, 2015 Posted September 10, 2015 i think i wrote something about the need to keep this mod Up to date now ( when it was released ) ... i wrote this point there or here at LL , because the same file was posted here too . So SMDR 027 is a " new mod " as i wrote in my PM ( sent a few miutes ago ) i i didn't saw this one a few week ago with the public link to Mediashare ... but maybe i just miss it ... Cheers. The only updates I couldn't find in the Nexus archives are: SMDR 025 Yokohami Wars SMDR 026 ZNR Raincoat SMDR 027 Athletes ...at least for the SMDR 'branch'. For EKunoichi, Bodycon and a few more armors/outfits there's a LightGUTS option available! *jiggles*
myuhinny Posted September 11, 2015 Posted September 11, 2015 @QuiteTheTail That is because SMDR 027 Athletes SMDR 026 ZNR Raincoat v1.1 SMDR 025 Yokohami Wars are new mods the mods on the nexus are old back when speedbuster use to be on the nexus.
milarisadinha Posted September 11, 2015 Posted September 11, 2015 http://www.nexusmods.com/oblivion/mods/46406/? some DMRA version...?
mem4ob4 Posted September 11, 2015 Posted September 11, 2015 @milarisadinha In the descriptions FAQ, El Alquimista mentions a very good tool. You can see it in This Thread as well as at the KGTools website. Mem
morgananinuala Posted September 13, 2015 Posted September 13, 2015 http://www.loverslab.com/topic/17012-rel-lordvandheers-mods-armors-playermodels Could anyone be so mind as to convert the Whaler models (Dishonored assassin set, first download) to Oblivion? *puppy dog eyes*
QuiteTheTail Posted September 13, 2015 Posted September 13, 2015 http://www.loverslab.com/topic/17012-rel-lordvandheers-mods-armors-playermodels Could anyone be so mind as to convert the Whaler models (Dishonored assassin set, first download) to Oblivion? *puppy dog eyes* As far as I know, someone has already taken your request (or perhaps anticipated it LOL).
morgananinuala Posted September 14, 2015 Posted September 14, 2015 Huh. I thought anafly said she couldn't convert that mod. Oh, I'm so confused, but excited! I'll keep my eyes peeled for the release!
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