SmedleyDButler Posted April 5, 2018 Posted April 5, 2018 Oddly enough I can't find one anywhere online. Checked the Nexus pages and github, googled for a while, checked some of the usual Russian and Asian sites too. Seems like Ousnius really wants people to only use the latest version!
enya Posted April 5, 2018 Posted April 5, 2018 7 hours ago, SmedleyDButler said: Oddly enough I can't find one anywhere online. Checked the Nexus pages and github, googled for a while, checked some of the usual Russian and Asian sites too. Seems like Ousnius really wants people to only use the latest version! Check your PMs, please.
Setekh Posted April 8, 2018 Posted April 8, 2018 On 4/5/2018 at 10:33 AM, SmedleyDButler said: Seems like Ousnius really wants people to only use the latest version! Then why don't you? Let me guess, you're running a 17 year old operating system also...
myuhinny Posted April 8, 2018 Posted April 8, 2018 I still have and use outfit studios 3.5 I tried a newer version and didn't like it so I switched back and there are many others that have switched back and have asked for 3.5 because a newer version had a problem caused something weird to happen or they didn't like the newer version. I always keep my older versions as you never know when you might need to revert back to something else.
SmedleyDButler Posted April 8, 2018 Author Posted April 8, 2018 1 hour ago, Setekh said: Then why don't you? Let me guess, you're running a 17 year old operating system also... For most things I would use the latest version. Most of the additional features and fixes are welcome. The reason I wanted to use the older version of OS is that it does not preserve pre-existing transformation information when you open or export meshes in it. While this seems like a drawback, if a mesh was sloppily exported, it may contain an unapplied transformation. If you save such a mesh in the current OS (which DOES read and include any transformations in the source mesh), then it will forever appear different in OS and nifskope, potentially causing errors in game and making it difficult to reuse the mesh elsewhere. While you can fix this in the current OS by exporting the mesh as an obj, re-importing the obj over a clean reference and then copying bone weights, you will still need to paint any incomplete areas and do other touch-up work. This can take a while. For one mesh, it's annoying, but not too bad, but I am working on a large number of meshes, many of which I suspect are broken in this way because they all trace back to the same original sources, so simply opening the mesh in v3.5 and then exporting it with a new reference is WAY easier and quicker than fixing the issue in the current build.
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