DocClox Posted May 3, 2020 Posted May 3, 2020 22 minutes ago, slvsaris said: I mean the cart is a cool idea, its just that Skyrim doesn't like the carts moving around it seems lol. I had touring carriages installed for a bit, that was entertaining for a bit. Yeah, the physics of those things is wonky as fuck. Nothing to be done about it, sadly. 22 minutes ago, slvsaris said: Probably not an easy task or it would have been done I think they just need the right node in the .nif. But it's ages since I looked at any of this, and nifscope hacking can be a bit of a black art.I think hte model requirements are documented on the creationkit wiki if anyone wants to try it. 25 minutes ago, slvsaris said: I could see cart, backpack, and just a messenger. Maybe even getting sent to the races, or getting abducted by a farmer to work as a pony (by product of wearing the gear). I could imagine that. Have the cart throw a wheel as per Cicero, and walk to the nearest farm to get it fixed. Only you have no money and the farmer needs his field ploughed... 26 minutes ago, slvsaris said: It was kind of amusing to watch my character pull the cart in a crawling position after getting snagged by a chain beast. That I can believe!
asebw Posted May 3, 2020 Posted May 3, 2020 On 4/8/2020 at 8:01 AM, orgs1n said: The missing facegen files caused a CTD. It wasn't just an appearance bug. Regenerating the facegen files fixed the CTD. I don't understand how anyone on SE was ever able to deliver at Morthal, Winterhold or Dawnstar with these files missing, but it's Skyrim after all. Out of curiosity, how do you regenerate the facegen files? Been trying to find something that explains this process, but haven't been successful as of yet.
Hex Bolt Posted May 3, 2020 Posted May 3, 2020 38 minutes ago, asebw said: Out of curiosity, how do you regenerate the facegen files? Open the mod in the Creation Kit, select the NPC, and press Ctrl-F4. For multiple NPCs, hold down Ctrl and left click each entry to select the ones you want, then press Ctrl-F4. This will overwrite any existing facegen files, so be sure that you really want to do this or you might wipe out custom generated facegen files. I personally don't see how how missing facegen files will cause a crash. The normal result is the commonly-seen gray face problem, annoying but harmless.
asebw Posted May 3, 2020 Posted May 3, 2020 9 minutes ago, HexBolt8 said: Open the mod in the Creation Kit, select the NPC, and press Ctrl-F4. For multiple NPCs, hold down Ctrl and left click each entry to select the ones you want, then press Ctrl-F4. This will overwrite any existing facegen files, so be sure that you really want to do this or you might wipe out custom generated facegen files. I personally don't see how how missing facegen files will cause a crash. The normal result is the commonly-seen gray face problem, annoying but harmless. Indeed. I normally wouldn't bother with it either, but i'm trying to convert this mod for use in SE, and my attempts thus far are causing the game to CTD shortly after loading (before it gets to the main menu). I suspect there's something wrong with my conversion, but I figured i'd ask about the facegen while at it, as there's another mod (or two) that I might need to try fixing in that regard.
Hex Bolt Posted May 3, 2020 Posted May 3, 2020 31 minutes ago, asebw said: i'm trying to convert this mod for use in SE, and my attempts thus far are causing the game to CTD shortly after loading (before it gets to the main menu). Maybe you know this, but if not, my understanding is that SE doesn't like LE bsa files (extract all files from the bsa and remove the bsa). I don't use SE but I've often seen that advice.
asebw Posted May 3, 2020 Posted May 3, 2020 21 minutes ago, HexBolt8 said: Maybe you know this, but if not, my understanding is that SE doesn't like LE bsa files (extract all files from the bsa and remove the bsa). I don't use SE but I've often seen that advice. *Facepalm* I had totally forgotten about that. Thank you for reminding me ><.
slvsaris Posted May 4, 2020 Posted May 4, 2020 On 5/3/2020 at 3:37 AM, DocClox said: Yeah, the physics of those things is wonky as fuck. Nothing to be done about it, sadly. I think they just need the right node in the .nif. But it's ages since I looked at any of this, and nifscope hacking can be a bit of a black art.I think hte model requirements are documented on the creationkit wiki if anyone wants to try it. I could imagine that. Have the cart throw a wheel as per Cicero, and walk to the nearest farm to get it fixed. Only you have no money and the farmer needs his field ploughed... That I can believe! just threw some words in google for the cart thing, ran across this: https://www.nexusmods.com/skyrim/mods/74517/? Kinda what I was thinking in concept anyway. The cart could be a bit better looking. I am just surprised anything came up at all. Edit: I guess they implemented the cart as armor, so the cart doesn't roll. I do agree that a rolling cart is one of the cool parts of SLUTS I have noticed that the hand carts in the game are moveable. I wonder if there is a way to attach that to the player. 1
Naps-On-Dirt Posted May 4, 2020 Posted May 4, 2020 Long ago in this thread, someone was experimenting with a smaller cart replacement and posted their work. I use the smaller cart still.
slvsaris Posted May 5, 2020 Posted May 5, 2020 23 hours ago, Naps-On-Dirt said: Long ago in this thread, someone was experimenting with a smaller cart replacement and posted their work. I use the smaller cart still. found this I will have to take a look at it: Also saw that someone else suggest the mod I suggested above. I still think that the had cart might be able to be modified to be pulled. I dropped in that smaller cart and it is not too bad. Size seems OK, the arms could be shorter. The arms also seem to stretch, but that just be an optical illusion Still bounces around. Not sure why the cart has to automatically harm things that com in contact with it, although I did us it to defend myself lol. Seem like a weight adjustment should fix the bouncing, but I know nothing about working with meshes. 1
slvsaris Posted May 6, 2020 Posted May 6, 2020 Made a few changes...I will post the file once I have tested in game if anyone is interested. 5
Guest AthenaESIV Posted May 7, 2020 Posted May 7, 2020 I still say a backpack that is a simple animated reikling on a saddle that rides the back of the PC would be an amazing mod, especially if you could have it turn into racing mod with other mounted beauties on a trek across the back roads of Skyrim. But don't worry I understand that would be a totally different mod, a completely pain in the ass, and no real chance of ever happening lol
orgs1n Posted May 9, 2020 Posted May 9, 2020 On 5/6/2020 at 6:57 PM, slvsaris said: Made a few changes...I will post the file once I have tested in game if anyone is interested. Looking great! And for the record, I am interested!
DocClox Posted May 9, 2020 Posted May 9, 2020 On 5/6/2020 at 5:57 PM, slvsaris said: Made a few changes...I will post the file once I have tested in game if anyone is interested. Very nice!
slvsaris Posted May 9, 2020 Posted May 9, 2020 Here it is. Someday I am going to figure out a way to make it less prone to chaos. Hard to find information about this kind of stuff. SLUTS - Redux_Cart.rar First time using NifSkope for this sort of stuff. Figured out how to see the collision stuff, looks like the collision was never modified after the back half of the wagon was chopped off. No idea if that is causing oddities. 2
donttouchmethere Posted May 9, 2020 Posted May 9, 2020 9 minutes ago, slvsaris said: Here it is. Someday I am going to figure out a way to make it less prone to chaos. Hard to find information about this kind of stuff. SLUTS - Redux_Cart.rar 7.24 MB · 1 download Time to mess up SLUTS! It's working way too good ?
orgs1n Posted May 9, 2020 Posted May 9, 2020 8 hours ago, slvsaris said: Here it is. Someday I am going to figure out a way to make it less prone to chaos. Hard to find information about this kind of stuff. First time using NifSkope for this sort of stuff. Figured out how to see the collision stuff, looks like the collision was never modified after the back half of the wagon was chopped off. No idea if that is causing oddities. It works just fine! Can still be used as a lethal weapon, which is important for an otherwise defenseless ponygirl! The shafts are a bit too close to each other now. It would be more realistic if they matched the yoke's width. Spoiler 3
Hex Bolt Posted May 10, 2020 Posted May 10, 2020 On 5/9/2020 at 11:14 AM, slvsaris said: Here it is. Thank you for this. I took a quick look at it in-game. A couple of minor things: As orgs1n observed, the shafts are too closely spaced to look natural. I scaled them in the x direction by a factor of 1.6 and it seems to match the yoke that way. The texture path for the shafts is prefixed by "mod organizer\mods\sluts - redux_cart", causing that part to show as purple.
slvsaris Posted May 11, 2020 Posted May 11, 2020 3 hours ago, HexBolt8 said: Thank you for this. I took a quick look at it in-game. A couple of minor things: As orgs1n observed, the shafts are too closely spaced to look natural. I scaled them in the x direction by a factor of 1.6 and it seems to match the yoke that way. The texture path for the shafts is prefixed by "mod organizer\mods\sluts - redux_cart", causing that part to show as purple. I didn't mess with the shafts from the previous version I found in the comments here. I do see that they should be widened, but I was not sure how to go about doing so. I really should learn how to load this up in Blender or something. Not sure how the texture path got changed, I will see about fixing that. Thank you for pointing that out.
Hex Bolt Posted May 11, 2020 Posted May 11, 2020 9 minutes ago, slvsaris said: I do see that they should be widened, but I was not sure how to go about doing so. I did it with NifSkope. Select the shaft, right click, Transform, Scale Vertices, set X to 1.6, click Scale to apply. Repeat with the metal parts on the shaft. There might be easier ways, but this was fairly quick and I don't have other tools.
slvsaris Posted May 11, 2020 Posted May 11, 2020 A few updates, stretched out the forks, and fixed texture path. SLUTS - Redux_Cart.rar Going to see if I can clean up the collision boxes now. 2
DonQuiWho Posted May 11, 2020 Posted May 11, 2020 8 hours ago, slvsaris said: A few updates, stretched out the forks, and fixed texture path. SLUTS - Redux_Cart.rar 7.24 MB · 2 downloads Going to see if I can clean up the collision boxes now. Thanks for this. Could I ask a small favour? Could you put a date in the filename, please? It can get difficult keeping track of patches if the don't have any sort of obvious sequencing
orgs1n Posted May 11, 2020 Posted May 11, 2020 8 hours ago, HexBolt8 said: I did it with NifSkope. FYI, I did it in Outfit Studio, because I don't understand NifSkope well enough. (Tranforms don't always work.) Scaled the shafts so that they match the yoke's SMP chain. I strongly concur with the request for a date or version number to filenames! It's a simple thing that can avoid a lot of confusion.
slvsaris Posted May 11, 2020 Posted May 11, 2020 3 hours ago, donkeywho said: Thanks for this. Could I ask a small favour? Could you put a date in the filename, please? It can get difficult keeping track of patches if the don't have any sort of obvious sequencing Granted! I should have done that from the start! 3 hours ago, orgs1n said: FYI, I did it in Outfit Studio, because I don't understand NifSkope well enough. (Tranforms don't always work.) Scaled the shafts so that they match the yoke's SMP chain. I strongly concur with the request for a date or version number to filenames! It's a simple thing that can avoid a lot of confusion. I was able to use NifSkope, seemed pretty straightforward. I did this last night, so I have yet to test it in game. As mentioned above, the next step is cleaning up the collision stuff. This is what it looks like now. I am guessing this might be causing some oddities. Anyone have any wisdom to impart on this subject? 1
Hex Bolt Posted May 11, 2020 Posted May 11, 2020 3 hours ago, slvsaris said: Anyone have any wisdom to impart on this subject? It's good that there's no collision around the shafts or it might be difficult getting tethered. For the rest, I have no experience with changing collision but I found some advice in a FO4 discussion for using NikSkope that might apply: "If I need to move the collision box, I add a new NiNode under the root node, and then I attach the collision (bhkNPCCollisionObject tree) to this new NiNode instead of it being attached below the mesh node (BSTriShape or whatever). Then I can simply translate this new NiNode to make the collision box move independently of all the other stuff. I usually go to-and-fro from Nifskope to CK to visually see where the mesh is (using the F4 key as you did). It's a bit painstaking but it gets the job done." And a different guide here.
slvsaris Posted May 11, 2020 Posted May 11, 2020 On 5/11/2020 at 1:26 PM, HexBolt8 said: It's good that there's no collision around the shafts or it might be difficult getting tethered. For the rest, I have no experience with changing collision but I found some advice in a FO4 discussion for using NikSkope that might apply: "If I need to move the collision box, I add a new NiNode under the root node, and then I attach the collision (bhkNPCCollisionObject tree) to this new NiNode instead of it being attached below the mesh node (BSTriShape or whatever). Then I can simply translate this new NiNode to make the collision box move independently of all the other stuff. I usually go to-and-fro from Nifskope to CK to visually see where the mesh is (using the F4 key as you did). It's a bit painstaking but it gets the job done." And a different guide here. Thanks, I will take a look. I was actually going to experiment with adding collision the front to see if that would help keep the player in place. I do expect it to utterly fail though lol. I was going to start by pruning much of the collision and move/resize the rest to place it where it needs to be. Edit: yeah, I wish Nifscope could handle collision better.... Just getting the mesh open in Blender seems like a daunting task. Edit 2: I am starting to mess around with the collision on the cart, still need to do some research. Apparently there is a way to do it through Nifscaope. Kinda wish I just had the version Of 3dsmax that bethesda used, but that is expensive, and I am not a student.
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