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Dayelyte

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About Dayelyte

  • Birthday 04/01/1980

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  • Animator ( Retired )
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    The Prime Material Plane

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  1. Here I thought Skyrim Modding died with the SSE release Nice to see I was wrong. Outstanding job in getting this up and working.
  2. Hiya folks ! My memory reminded me you all were big fans of Female Werewolves. I ran across an animation today that you'll likely find rather interesting. ( If we could get in game scenes to look like this . . . . oh my . . . . ) Definitely not my doing ( I'm retired remember ) but damn it's quite impressive. Enjoy https://gfycat.com/WavyFixedCarp
  3. (*) Concerning female Werewolves: 1) You need to have Sexlab Werewolves installed. I use those models! If you want other Werewolf models replace the .nifs / textures but keep the mod! 2) You MUST NOT enable Werewolves in Nude Creatures! SL Werewolves takes care of itself! 3) You must load SexLabWerewolves.esp AFTER Nudecreatures.esp, NudecreaturesDB.esp and MoreNastyCritters.esp. So pretty much at the end of the loadorder! 4) Make sure you DESELCT "females use male model" in the SL Werewolf Menu. See if #3 makes a difference for you
  4. Assume you're using Havok to export with ? What particular issue are you having exporting Drauger out ?
  5. Perhaps something along these lines ? A macro to launch the animcam console command. http://www.nexusmods.com/skyrim/mods/67152/?
  6. Chuckle, at some point you'll probably have to call FNIS for Skyrim done We are, after all, still modding a game that's going on what . . . four years old now ? Once FO4 hits, most of the development / modding work will shift over to that platform assuming Bethesda continues to allow it. At which point wherever the mods are in Skyrim is probably where they'll stay outside of the occasional and rare bug fix. I figure major rewrites / new mods are going to start wrapping up and slowly fade away once everyones focus shifts to FO4.
  7. Can you even get animations out of max and into skyrim with 2014+ ? I didn't think any of the 2014 plugins could support animations yet, and didn't even see nif plugins for 2015/2016. That said, I can't say I have ever fed autodesk any money personally, student license's ftw (not like I make anything in there for sale purposes). I don't believe you can get animations in / out beyond 2012. The .nif plugins aren't really designed with the later versions in mind nor can I save into 2010 format via 2016 Max. ( Which I need to run the Havok Export ) I don't mind paying for the commercial versions, but I'm not too keen on a subscription service. I have Adobe CC and have seen where it takes them quite a while to fix the 2015 version of Premiere simply because they already have your money and are in no hurry to get it fixed like they would be if folks were paying outright for the product. I think it took them 2-3 months to get it fixed :| Also, Autodesks pricing is quite high. $1500 / year is a bit steep for making occasional Skyrim stuff. If they took it down a bit to something reasonable, then I might consider it. If not, I have others I can use instead Once you get past how Blender does things, it's pretty powerful and will eventually start giving Autodesk something to worry about.
  8. If there were a reliable way to get animations from Blender to Skyrim, I would have made some animations myself, and long ago at that. I never did find anything that wasn't "Jump through flaming hoops while sacrificing forty chickens and raping a beagle by the light of the full moon while the planets are properly aligned etc etc..." though. Yeah, I don't think Havok works well with Blender that I know of. The last time I tried to get anything from Blender to Max it did not end well. While the exports can be done via the .kf route ( if they made the plugin Blender compatible ) that is a downright pita to do.
  9. Yeah, I've never had much luck modifying the scale while in game either. I tried to scale down a dragon via it's skeleton. Didn't turn out too well. The dragon turned inside out within the game I actually have a male actor -> chicken animation around here somewhere, but it was done before I learned that Bethesdas ingame critters didn't always match their skeletons when it came to scale. As a result, I didn't scale the chicken correctly and all the alignments are out of whack. Since Man on Chicken isn't much in demand, I never bothered to go back and fix it. lol At some point, a scene will get so complicated even the higher end systems will start having a tough time keeping up. Once there, it's tough to see if the timing is right or not because a real time preview just can't keep pace. I'll typically resort to creating a quick animated preview to watch the timing. Tools -> Views-Grab Viewport -> Create Animated Sequence File ( or click the + sign in any viewport and go Create Preview -> Create Animated Sequence File ) One thing I can suggest is to absolutely minimize the number of active modifiers. I typically remove the Dismember Skin Modifier as I don't need it to animate with. As an example, I had a Edit Poly modifer active on the Female Werewolf. My FPS was hovering around 11. I disabled / removed it and my viewport FPS shot up to 40. Things like springs and flex will really hurt for realtime playback. Looking back at some of the early stuff ( Werewolf especially ) I really need to redo some of them. I just haven't had time to play on my computer much lately.
  10. I noted that while looking at my own account there. However, I can't see where any bandwidth was used at all when looking at their BW meter. Dentar should especially be able to see something reflected there as ten downloads of MNC will push a Gigabyte easily. Maybe they're not tracking it yet ? Who knows. I won't complain lol.
  11. I downloaded the latest version of Max ( 2016 ), but honestly I don't know if I want to continue feeding AutoDesk money or not. I'm starting to like Blender the more I play with it and, the way I see it, they way they're going they're going to give AutoDesk something to worry about in the near future.
  12. Chuckle. Imagine the fun when someone comes up with a 4,5,6,really?! way animation. It will be impossible to determine the correct sequence.
  13. Chuckle. I see why Dentarr went incommunicado for a while. Post a change and the thread lights up like a christmas tree lol Nico: There are multiple body types out there. CBBE and UNP seem to be the most popular ones. I think Leito has a custom one, Citrus is another I think. Make sure that whatever body type you choose, you also choose textures designed for that body type. Reason behind it is the UV maps differ for the different styles which is why your texture looked odd on that body. It's designed for a different body. It's akin to trying to wrap a texture for an orange onto a banana. It basically boils down to three things: 1) Choose your body style ( CBBE, UNP, etc ) 2) Pick a texture designed for that body style ( CBBE is easy, it comes with them ) 3) Use one of the XPMS variants for your skeleton. Use an HDT compatible version if you want to use HDT. ( recommended ) Concerning MEGA: I don't know what level of service you went with: Free, Paid, Premium, etc but I'm sure there will be a bandwidth limitation associated with each of the account types. This will be something to consider if your download is pushing 100MB multiplied by the hundreds if not thousands of users here downloading it Concerning Leito's MFC animations: The order in which you select your playmates appears to make a difference. I forget which order the correct one is off the top of my head, but if you find it's not working correctly for you, then try a different order. ( eg, M/F/C doesn't work, try F/M/C or F/C/M, etc ) This will probably be something that will have to be addressed by any mods that trigger multiple partners. ( Defeat comes to mind ) Concerning upgrades: It most likely isn't necessary, but I make it a point to uninstall previous versions before installing the new ones. I do this for all mods to ensure no residual scripts or pieces remain behind. As I use NMM for all mod installations where applicable, this makes it pretty easy. ( Yeah, I use NMM. Not Boss, or Loot or whatever else is out there. I've never had any issues but then I'm not running 200+ mods either ) I will always start a new game from scratch when upgrading. Too much mess gets attached to save games and it tends to wreak havoc with it. CTD's, stuff not showing up in the MCM, etc. It's just easier to start with a clean slate imo.
  14. Easy answer. Some of the mods they enjoy using may not yet be updated to work with SexLab v1.60+ That or they're running 400 mods and it would take them a week to redownload them all, set them up, and pray they work
  15. To be honest, we do have a bit of control over the scaling issues though it requires some planning beforehand. If you know the game is scaling a particular creatures skeleton by some percentage, we can scale the skeleton in Max before setting up the scene. We really need to be doing this anyway because the interaction of say a full sized Chaurus will be a lot different than one of the wee variants. ( Limb placement, stance, etc. ) This way, the alignments will be as close as we can possibly get them without knowing the player characters size. Due to the variations with the player actors, however, that is pretty much the limit of what we can do without scripting. I'll look through the meshes / textures folder and brainstorm a bit. The usual meshes shouldn't be all that large, but adding on critter genitalia might push those mesh sizes up a bit if folks aren't optimizing them with file-size in mind. May be possible to bring down the 10 million poly $critter dong to something a bit more reasonable. Yes, the detail looks amazing, but it also kills the file sizes lol. #"!§"$$ &$§! Your suffering is duly noted and, as you can tell by the MNC thread counts, very much appreciated by a whole lot of folks. I fully understand the lack of time thing. I too deal with similar issues on my end. I'm lucky if I can get an hour or two on my computer sometimes.
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