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Hana

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  1. Like
    Hana got a reaction from LeBurns in Male Dunmer?   
    I've tried High Res Face Maps for Men before, it's not bad. As it's only head normal maps it should work for SE as well.
  2. Thanks
    Hana got a reaction from Talyn82 in How do I make a onehanded weapon into a twohanded weapon?   
    Open your sword mesh in NifSkope. Highlight the NiStringExtraData line so you can see the String Data in the block details. Click on the little TxT beside it to open the String box and change WeaponSword to WeaponBack.

  3. Like
    Hana got a reaction from Fenrus in How do I make a onehanded weapon into a twohanded weapon?   
    Open your sword mesh in NifSkope. Highlight the NiStringExtraData line so you can see the String Data in the block details. Click on the little TxT beside it to open the String box and change WeaponSword to WeaponBack.

  4. Thanks
    Hana got a reaction from Rotzi in Bethesda net refugees   
    Welcome, everyone.
  5. Like
    Hana got a reaction from Sah in Bethesda net refugees   
    Welcome, everyone.
  6. Like
    Hana got a reaction from Fenrus in Bethesda net refugees   
    Welcome, everyone.
  7. Haha
    Hana got a reaction from Uncus in Bethesda net refugees   
    Welcome, everyone.
  8. Thanks
    Hana got a reaction from lmstearn in Successors to Mapzone?   
    Hi,
    Sorry, I dont follow any of the fallout games, so I have no idea what mapzone is or was. If you're just looking for texture tool options besides Substance there's always GIMP and Paint.net, free to use options. Of course, there's Photoshop if you have access to that.
    Or was there something specific those other programs did?
    Edit: Someone else mentioned to me this program - http://www.boundingboxsoftware.com/materialize/index.php
  9. Like
    Hana got a reaction from Beermotor in [RELz] Rustling Riften Leaves SE   
    Rustling Riften Leaves
    v1.0
    Download here
    =================================================
     
    Description;
    -----------------------
    Riften leaf pile replacer, with freshly fallen colourful aspen leaves and an animated mesh that gives the illusion of some of the leaves blowing gently in the breeze.
    Brings new life to a drab city. New textures are 2k, new meshes are higher poly than originals but should not impact performance. The animation on the two larger leaf piles is subtle to not be distracting (watch for it!). Smaller piles do not have animation.
    This includes an ESL-ified .esp to not take up a plugin slot.

    Options;
    -----------
    CHOOSE ONLY ONE FILE.
    - colourful version
    - muted tones version
     
    Please report any issues in this thread.
    Hope you enjoy
  10. Thanks
    Hana got a reaction from FuJitSu in I Installed USLEEP then a lot of Things Happened   
    Completely normal. A lot of changes in USLEEP are retroactive, fixing things on first load that were previously bugged.
  11. Thanks
    Hana got a reaction from lmstearn in [Skyrim LE/SSE] Skin Partitions - Nif to CK   
    Skyrim armor or clothing meshes use Skin Partitions to divide up the mesh into related body parts. This information can be found under the BSDismemberSkinInstance node of the NiTriShape (BSTriShape for SSE) in NifSkope and in the Armor and ArmorAddon records in the CK.
    A Skin Partition is where a mesh is partitioned into submeshes such that each vertex of a submesh is influenced only by a limited and fixed number of bones. Huh? Ok, a skin partition is a collection of vertices ruled by certain bones.
    These partitions are further defined by "Body Parts". Biped slots, Body slots, Armor slots, body part, partition, all mean the same thing. In Skyrim they are a virtual representation of any skinned/rigged mesh.
    The Body Parts represent all the biped slots that can be used in the making of armor/clothing/jewelry, etc. A full list of all the body parts (or biped slots or nodes) can be found here;  http://www.creationkit.com/Biped_Object. (I don't guarantee it's complete). There's also a list that can be seen in NifSkope if you hover over BSDismemberBodyPartType.
     
    NifSkope;
    Every NiTriShape (BSTriShape for SSE), or object, in a skinned mesh requires a Partition. The number of partitions is dependent on how the mesh is set up but must have at least 1 Skin Partition.
    Some pictures will help. Looking at the malebody_1.nif in NifSkope we can see the Skin Partitions defined under BSDismemberSkinInstance of it's NiTriShape.
    The human body in Skyrim uses 3 partitions, and any armor/clothing made for it will require at least 1 of these partitions to match.
    Let's look at these partitions more closely. You can see them in NifSkope by looking at the NiSkinPartion block (does not work for SSE nifs).
    Another example, the Hide armor, to show the differences in each part of the overall mesh. Not all pieces of one mesh require the same partition, it depends on the mesh itself and what part of the body it covers.
    General rules to follow regarding BSDismemberSkinPartition - Partitions;
    - determines parts where the armor covers - (mainly 32 body, 34 forearms, 38 calves for armor/clothing pieces, 33 hands for gloves, 37 feet for boots)
    - can be misc slots that aren't used by others when main slots are expected to be used
    - partitions are made in either blender/3dsmax or Outfit Studio
    - the partition is mirrored in the armoraddon in the CK
    A mesh can also have a NiSkinInstance instead of a BSDismemberSkinPartition. This works in a similar fashion. It is still a partition except it doesn't identify a partition slot in the nif, it is identified in the armoraddon/armor records. In general practice a mesh should not use both of these types, use one or the other.
     
    Creation Kit;
    There are two types of records in the CK that are important and related to partitions;
    ArmorAddon record - identifies parts where the armor covers
    Armor record - identifies the slot that will be blocked from anything else trying to use it
     
    ArmorAddon record;
    In the CK, the partitions (or Body Parts) identified in the nif are called Biped Slots. All the slots used in the nif should also be used when creating the ArmorAddon record or the end result won't turn out like expected (see 2nd post).
    Taking the same example as above, looking at the Hide ArmorAddon record shows all 3 biped slots match the skin partitions of the mesh.
    These partition slots are not absolute and multiple pieces of equipment with the same partition slot can override each other. The piece with the higher priority will render the underlying area invisible, to prevent clipping.
    For example, armor with 38-calves partition and a pair of boots with 37-feet and 38-calves (because boots cover the calves), the boots will override the armor underneath. If the boots only used 37 feet but still had geometry over the calves, clipping might occur because it is not taking precedence over the calves (and in fact, I've fixed issues like this in USLEEP). See 2nd post for more on this.
    Hoods and helmets are a good example of this.
     
    Armor record;
    All the slots used in the nif do not all have to be used in the Armor record, and shouldn't, because slots identified here are absolute, meaning two pieces with the same Armor slot cannot be used together because the armor slot is blocked. Only the slot that should be blocked should be identified here (body, hands, feet, head). At least one slot is required and it must match a slot used by the armoraddon.
    Taking the same example as above, looking at the Hide Armor record shows it is using slot 32-body and equiping any other mesh that also uses this slot will be blocked.
    However, more than one slot can be used if you want to intentionally block more than one slot (for example, block the ring slot in a gauntlets armor record).
     
    In Summary;
    - The mesh and the ArmorAddon record identify parts that it covers.
    - The Armor record identifies slots that will be blocked.
    - Every NiTriShape (BSTriShape in SSE) of a skinned mesh requires a BSDismemberSkinInstance and Skin Partitions, or a NiSkinInstance.
    - A mesh must have at least 1 Skin Partition.
    - Any partition defined in a mesh should be mirrored in the ArmorAddon record.
    - At least 1 slot must be identified in the Armor record and that slot will be blocked.
     
  12. Like
    Hana got a reaction from Nico coiN in Starfield   
    Did anyone else notice the little man on the satellite?
    You have to look very closely at the ring around it, he's in a position closest to you and walking to the right around it.
    It also appears that you are standing in your own ship, at around 00:14 there's a reflection of text in the bottom left corner, possibly saying "constellation" ?
  13. Thanks
    Hana got a reaction from Darkgondul in Stendarr Order Recast   
    I really like that armor mashup. Keep up the good work and good luck with the project.
  14. Thanks
    Hana got a reaction from alt3rn1ty in Forum Upgrade - IPB 4.2   
    It's on the main Profile page, it's called "your own feed" now lol (I think it was there before too, I haven't done status in a while)

    I also wonder why the grey header on my profile page is larger than yours .....
  15. Like
    Hana got a reaction from Sonja in Beyond Skyrim: Bruma & Bain   
    Hi, and welcome to AFK Mods.
    I exclusively use Wrye Bash/Bain for all my installs, and did so with BS:B too, however, on the LE version. I understand the SE version is packed differently, with a mix of .bsa's and loose files, but that shouldn't be any different. Just make sure after you install there's no missing or mismatched files.
  16. Like
    Hana got a reaction from Nebulous112 in IPB Chat service being discontinued   
    I was with him till the end, just me, all by myself, because he wouldn't let me go! In the end he fell asleep peacefully. We will miss you, Chat.
  17. Like
    Hana got a reaction from EvilPandaButt in Hello   
    Welcome EvilPandaButt.   You can say hi to us in the chat room, we don't bite.
    Please feel free to upload your material, so long as it adheres to our forum rules.
    Enjoy your stay.
  18. Like
    Hana got a reaction from Nukenin in Ancient Nord Armor mesh issue   
    I've reweighted the 1stperson meshes and believe I've fixed. The issue was found in both LE and SE. Initial tests look good and the new meshes will be in the next patch update.
    This also includes female, as it had the same issue.
  19. Like
    Hana got a reaction from Laura the Nord in Problem with the Arch-Mage's robes while using Unofficial Special Edition Patch   
    Nope, it's intentional.
     
    Per the changelog;
    * The hooded version of the archmage robes should not allow circlets to be worn, like all other hooded items. (Bug #18216)
     
    (welcome to AFKMods )
  20. Like
    Hana got a reaction from Sah in [Skyrim] Quick questions and quick answers   
    I'm assuming the .jslot file is something only RaceMenu can read and since RaceMenu requires SKSE, and SKSE is not available for SSE yet, I'd say no.
  21. Like
    Hana got a reaction from Sah in Game mechanics question?   
    Technically, yes, but I'm not sure if the current havok animation system could ever allow 2 animations at the same time.
     
    Interesting video. What your doing there is the shout animation first and that animation stops after the shout. Then you can go into moving/jumping animations. The reverse would not work because once you jump you're in a series of animations made to work together when jumping from heights.
     
    * jump animation (start of a jump)
    * jumpfall animation (idle anim when you're hanging in midair)
    * jumpland animation (end when you're once again on ground (or water))
     
    What you're proposing is to do some animation while in the jumpfall animation without jumpfall stopping. As I said, this is a guess, but I doubt the engine is equipped to handle that.
     
    Even if you could create new animations the engine still would not know when to start a normal jump animation or a new combo jump/shout/swing sword animation.
  22. Like
    Hana got a reaction from Sah in Game mechanics question?   
    My guess is, because you can't do two animations at once.
     
    When you jump from a high place you're in a jumpfall animation until you hit something, so can't call/play the shout animation or any combat animation at the same time. I assume it's the same with swimming and why they removed underwater combat.
  23. Like
    Hana got a reaction from MannyGT in Unselectable object in CK?   
    Grabbing objects in the CK relies on the objects collision. In this case, it has a circle on the bottom of the mesh only, so that's where it would be able to be grabbed from, underneath the mesh.
  24. Like
    Hana got a reaction from SoulofApathy in [Skyrim SE] Porting a mod from LE to SSE   
    I believe that note has always been there, there's no recent message from the mod author. It also doesn't mean someone can port it.
    Also, this would never be allowed on consoles because of nudity.
  25. Like
    Hana got a reaction from Leonardo in [Relz] HEART Project   
    New release - Nordic ruin Large Urns !
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