etayorius Posted November 5, 2016 Share Posted November 5, 2016 How do you make one in SSEEdit? New CK takes takes more than the old one to load, it takes even more time to create a SEQ file. NVM, i found it unter "Other" in SSEEdit. [Edit] I got this hair mesh hairstyle that is not being rendered In Game, when i try to check the Hairstyle in the CK in Headparts it gives an error something about not having Tangentspace and not using Modelspace normals, YET i cant see it being rendered in the CK... Can any of the more techie users with tons of Nif experience shed some light in to what should i be doing to make it work in Game? Help Please! Link to comment Share on other sites More sharing options...
Brumbek Posted November 5, 2016 Share Posted November 5, 2016 Did you remove Editor Marker flag from BSX too? Just in case. I have now tested with a couple other users. These users say the orange markers go away if you delete them from the .nif files, which makes total sense and the prior reports to the contrary were crazy. I've verified with two XB1 testers who disabled all mods except SMIM and the SMIM TestFix I made, and if you delete the EditorMarker Block (and I disabled the BSX flag, although that may not be needed, but still) the game won't render the orange markers (since they were deleted). So sanity seems restored. It would be great if Bethesda fixed this obviously...but for now it is possible to fix all the orange markers it seems by simply deleting the EditorMarker Block and disabling the flag for cleanliness. Link to comment Share on other sites More sharing options...
Arthmoor Posted November 5, 2016 Author Share Posted November 5, 2016 That's obviously not something I'd recommend anyone do though. If you end up installing a mod that's done that, then run the CK without thinking about it, you could be pulling your hair out for awhile before you remember why the editor markers are missing. Link to comment Share on other sites More sharing options...
jostrus Posted November 5, 2016 Share Posted November 5, 2016 That's obviously not something I'd recommend anyone do though. If you end up installing a mod that's done that, then run the CK without thinking about it, you could be pulling your hair out for awhile before you remember why the editor markers are missing. One might border on said sanity by having 2 sets of NIF's (that's how I'd end up doing it). One for PC (with markers) and one for XB1 (without markers). That way loading in CK wouldn't cause the mentioned sanity problem. Link to comment Share on other sites More sharing options...
Arthmoor Posted November 5, 2016 Author Share Posted November 5, 2016 True, but forked development like that requires more time and becomes more prone to mistakes being made. Link to comment Share on other sites More sharing options...
SoulofApathy Posted November 5, 2016 Share Posted November 5, 2016 So the author of Better Males gives permission on his page for anyone to use his work and I haven't seen anyone wanting to continue it for SSE. Does anyone have some tips on how to go about doing this for PC and Xbox? Link to comment Share on other sites More sharing options...
Arthmoor Posted November 5, 2016 Author Share Posted November 5, 2016 So for curiosity, I ran NifScan on the SSE resources as shipped and ended up with this: NifScan 0.3.2, starting to scan...meshes\actors\dlc02\benthiclurker\character assets\skeleton.nif Block [5]: Name NPC R FootBox is used more than once in children nodes Block [122]: Name WEAPON is used more than once in children nodesmeshes\actors\dlc02\benthiclurker\skeleton.nif Block [5]: Name NPC R FootBox is used more than once in children nodes Block [116]: Name WEAPON is used more than once in children nodesmeshes\actors\dragonpriest\character assets\skeleton.nif Block [10]: Name MagicEffectsNode is used more than once in children nodesmeshes\actors\werewolfbeast\character assets\skeleton.nif Block [4]: Name NPC L FootBox is used more than once in children nodesmeshes\architecture\farmhouse\fern01.nif Block [1]: NiTriStrip is not supported by SSEmeshes\architecture\farmhouse\fern02.nif Block [1]: NiTriStrip is not supported by SSEmeshes\architecture\riften\rtmjollandtroutpurse01.nif Block [2]: Name L01_Shingles is used more than once in children nodesmeshes\architecture\solitude\interiors\slgcstaspiral01.nif Block [0]: Name top metal railing is used more than once in children nodesmeshes\architecture\solitude\interiors\slgfflosol01.nif Block [0]: Name FloorA is used more than once in children nodesmeshes\architecture\solitude\interiors\smdastasol01.nif Block [0]: Name s trim is used more than once in children nodesmeshes\architecture\solitude\interiors\smdeflosol02.nif Block [0]: Name FloSol is used more than once in children nodesmeshes\architecture\solitude\sblacksmith.nif Block [0]: Name edges is used more than once in children nodesmeshes\architecture\solitude\sbryling house.nif Block [0]: Name Moss is used more than once in children nodesmeshes\architecture\solitude\scastle.nif Block [0]: Name base01 is used more than once in children nodesmeshes\architecture\solitude\solitudebase.nif Block [0]: Name Avenuesdetached is used more than once in children nodesmeshes\architecture\solitude\sthalmorembassy.nif Block [0]: Name new is used more than once in children nodesmeshes\architecture\whiterun\wrbuildings\wrjorvaskr01.nif Block [2]: Name L2_WRJorvaskr01 is used more than once in children nodesmeshes\architecture\whiterun\wrinteriors\wrinthousedrygoods01.nif Block [7]: Name Arc06:38 is used more than once in children nodesmeshes\armor\draugr\draugrarmormale_go.nif Block [0]: Name DraugrHelmetGO is used more than once in children nodesmeshes\cameras\trailer_sh22_cam.nif Block [0]: Mesh uses SLSF1_External_Emittance but BSXFlags with set bit 9 is missing.meshes\clothes\jester\jester_go.nif Block [0]: Name Bone01 is used more than once in children nodesmeshes\clutter\blackpool\blackpoolchamber\nocturnalschamber01.nif Block [0]: Name NocturnalDoorFX01 is used more than once in children nodesmeshes\clutter\food\grilledpotatoes01.nif Block [0]: Name Potato is used more than once in children nodesmeshes\clutter\signage\inns\signwindpeakinn01.nif Block [0]: Name c_Post is used more than once in children nodesmeshes\dlc01\effects\fxwaterfallbodytall02nolod.nif Block [0]: Name CurrentPlane is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal01.nif Block [0]: Name AzuraLargeCrystal01Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal02.nif Block [0]: Name AzuraLargeCrystal02Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal03.nif Block [0]: Name AzuraLargeCrystal03Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal04.nif Block [0]: Name AzuraLargeCrystal04Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal05.nif Block [0]: Name AzuraLargeCrystal05Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal06.nif Block [0]: Name AzuraLargeCrystal06Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azuralargecrystal07.nif Block [0]: Name AzuraLargeCrystal07Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurascrystalcluster01.nif Block [0]: Name AzurasCrystalCluster01Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurascrystalcluster02.nif Block [0]: Name AzurasCrystalCluster02Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurascrystalcluster03.nif Block [0]: Name AzurasCrystalCluster03Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurascrystalcluster04.nif Block [0]: Name AzurasCrystalCluster04Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurascrystalcluster05.nif Block [0]: Name AzurasCrystalCluster05Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurascrystalcluster06.nif Block [0]: Name AzurasCrystalCluster06Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurasmallcrystal01.nif Block [0]: Name AzuraSmallCrystal01Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurasmallcrystal02.nif Block [0]: Name AzuraSmallCrystal02Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurasmallcrystal03.nif Block [0]: Name AzuraSmallCrystal03Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurasmallcrystal04.nif Block [0]: Name AzuraSmallCrystal04Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurasmallcrystal05.nif Block [0]: Name AzuraSmallCrystal05Effect is used more than once in children nodesmeshes\dungeons\azurasstar\azurasmallcrystal06.nif Block [0]: Name AzuraSmallCrystal06Effect is used more than once in children nodesmeshes\dungeons\dwemer\dwechandelier01bareon.nif Block [0]: Name FlameB is used more than once in children nodesmeshes\dungeons\dwemer\dwechandelier01on.nif Block [0]: Name FlameB is used more than once in children nodesmeshes\dungeons\dwemer\dwechandelier01simpleon.nif Block [0]: Name FlameB is used more than once in children nodesmeshes\dungeons\dwemer\pipes\dwepipegearassemblycw01.nif Block [0]: Name Gear01 is used more than once in children nodesmeshes\effects\fxcreekflatlarge.nif Block [0]: Name CurrentPlane is used more than once in children nodesError reading file meshes\effects\fxtg09nocturnalbirds.nifmeshes\effects\fxwaterfallbodyslope.nif Block [0]: Name CurrentPlane is used more than once in children nodesmeshes\effects\fxwaterfallbodytall.nif Block [0]: Name CurrentPlane is used more than once in children nodesmeshes\effects\fxwaterfallbodytall02.nif Block [0]: Name CurrentPlane is used more than once in children nodesmeshes\effects\trailerfx\tfxbloodshirt_0.nif Block [0]: Name NPC Pelvis [Pelv] is used more than once in children nodesmeshes\effects\trailerfx\tfxbloodshirt_1.nif Block [0]: Name NPC Pelvis [Pelv] is used more than once in children nodesmeshes\loadscreenart\loadscreenbretonmage.nif Block [0]: Name FemaleUnderwearBody is used more than once in children nodesmeshes\test\testwhite01.nif Block [1]: NiTriStrip is not supported by SSEmeshes\test\testwhite02.nif Block [1]: NiTriStrip is not supported by SSEmeshes\weapons\1handmelee\1handsword.nif Block [53]: NiTriStrip is not supported by SSEmeshes\weapons\2handmelee\2handsword.nif Block [53]: NiTriStrip is not supported by SSEmeshes\weapons\dwarven\dwarvenhandaxe.nif Block [0]: Name EdgeBlood01 is used more than once in children nodesmeshes\weapons\elven\1stpersonelvengreatsword.nif Block [0]: Name BloodEdge is used more than once in children nodes[Done] Checked 53688 file(s) Do these all really need to be fixed? 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zilav Posted November 5, 2016 Share Posted November 5, 2016 Duplicate children names are probably benign. I had myself a crash when they were in TREE meshes and don't know if it is true for the other types. Bit 9 BSX error is in camera path, it is never rendered so doesn't matter I think. Also NifScan doesn't fully support SSE meshes (and the reason why I don't host on SSE Nexus), so it can be a false positive error. However NiTriStrips error is the real one, but I have a feeling that these meshes are not used by the game. Link to comment Share on other sites More sharing options...
Hana Posted November 5, 2016 Share Posted November 5, 2016 So the author of Better Males gives permission on his page for anyone to use his work and I haven't seen anyone wanting to continue it for SSE. Does anyone have some tips on how to go about doing this for PC and Xbox? 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. SoulofApathy 1 Link to comment Share on other sites More sharing options...
dAb Posted November 5, 2016 Share Posted November 5, 2016 How do you push SEQ files to XB1 using the CK? Link to comment Share on other sites More sharing options...
jostrus Posted November 5, 2016 Share Posted November 5, 2016 How do you push SEQ files to XB1 using the CK? I haven't tried it personally, but maybe during the stage when you have the popup to select files for archiving, add it manually? Link to comment Share on other sites More sharing options...
Atsuraelu Posted November 5, 2016 Share Posted November 5, 2016 I haven't tried it personally, but maybe during the stage when you have the popup to select files for archiving, add it manually? At least that's what was needed in FO4 when uploading anything other than meshes or textures. Link to comment Share on other sites More sharing options...
NAKED GI JOE Posted November 6, 2016 Share Posted November 6, 2016 @ Arthmoor, I need a little help understanding this, I was hoping you could go over this again? When the CK first starts though, all of the vanilla scripts will be incorrectly unpacked to Data\Source\Scripts instead of Data\Scripts\Source. The CK should be able to find them, but if you'd prefer to have them where they belong then you need to make a change to CreationKit.ini and add the following to its Papyrus section: sScriptSourceFolder = ".\Data\Scripts\Source" <<<< with quotations? and .\ As with the 32 bit CK, the DLC scripts need to be moved directly into the same folder. <<<< which folder Data\Scripts\Source ? The CK will be unable to find them at all if you don't. You should move them into the proper folder in the same order the DLCs were released. It would be strongly advised to do the work for this in a seaprate folder, then make an installable package for the base scripts so you can put it in as the first thing in the Wrye Bash installers tab (or NMM too I suppose) so that it will have proper conflict tracking for anything you may edit later on. Currently I have: Data\Source\Scripts \backup \Dawnguard \Dragonborn \Hearthfire \Temp I believe you are saying it should be Data\Scripts\Source \backup \Dawnguard \Dragonborn \Hearthfire \Temp and that I need to add the sScriptSourceFolder = ".\Data\Scripts\Source" Is this correct? Link to comment Share on other sites More sharing options...
Arthmoor Posted November 6, 2016 Author Share Posted November 6, 2016 I should probably ammend the bit on the ini file, since you will want that in CreationKitCustom.ini so updates down the road don't wipe out the change. When unpacking the scripts, all of the source .psc files must be in Data\Scripts\Source. The subfolders are all wrong. You will need to copy them up to the main folder once unpacked. Dawnguard first, Hearthfire next, then Dragonborn. Let each step overwrite files if it asks because they made changes to default scripts for the DLCs. There should be nothing of value in the Temp or backup folders. So you should end up with: Data\Scripts\Source\ and sScriptSourceFolder = ".\Data\Scripts\Source" Link to comment Share on other sites More sharing options...
InsanePlumber Posted November 6, 2016 Share Posted November 6, 2016 .....There should be nothing of value in the Temp or backup folders....... What with Data\Scripts\Source\TESV_Papyrus_Flags.flg ? I've always wondered about this file. Link to comment Share on other sites More sharing options...
Tonycubed2 Posted November 6, 2016 Share Posted November 6, 2016 Arthmoor, first I'd like to thank you for all your great mods and dedication, second I suggest a small correction to the following method: This one is valid ONLY if you have Strips in NiSkinPartition. But there may be a harder case (if one wants to check this, I recommend to pay attention to Elven dresses by Naihaan - http://www.nexusmods.com/skyrim/mods/39922/ ) when NIFs contain NiTriStrip sections. In that case the above mentioned method won't help, importing/exporting to/from Outfit Studio won't either (with all respect to the authors). One must follow this path instead: 1. Open the "corrupt" meshes in updated NifSkope. 2. Use Spells > Batch > Triangulate all Strips Then follow the above mentioned method, i.e.: 3. Use Spells > Batch > Make All Skin Partitions. On the pop-up menu that appears, set "Number of Bones per Partition" to 60 and click OK. 4. Use Spells -> Batch -> Update All Tangent Spaces. 5. Resave corrected meshes. Optimization can be done between steps 1 and 2 as well (actually between any steps before 5th ): bogus nodes removal, etc. P.S.: Actually I've registered to provide that and hope this helps in someones hard work fixing loads of NIFs P.P.S.: Oh, and don't forget to remove "Auto sanitize before saving" flag in NifSkope - the results may be unpredictable. This was more than helpful. Questions, I went from the error s pasted below to the redundant messages after it. Can I ignore that or does that need fixing? BEFORE: Block [1]: NiTriStrip is not supported by SSE Block [5]: NiSkinPartition contains strips unsupported by SSE Block [8]: NiTriStrip is not supported by SSE Block [12]: NiSkinPartition contains strips unsupported by SSE Block [15]: NiTriStrip is not supported by SSE Block [19]: NiSkinPartition contains strips unsupported by SSE Block [22]: NiTriStrip is not supported by SSE AFTER: Block [2]: Redundant all white #FFFFFFFF vertex colors Block [20]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [37]: Redundant all white #FFFFFFFF vertex colors Block [110]: NiSkinPartition contains strips unsupported by SSE Block [112]: Redundant all white #FFFFFFFF vertex colors Block [130]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [147]: Redundant all white #FFFFFFFF vertex colors Block [161]: Redundant all white #FFFFFFFF vertex colors Link to comment Share on other sites More sharing options...
EscondeR Posted November 6, 2016 Share Posted November 6, 2016 ^ Technically you can ignore them except that one: Block [110]: NiSkinPartition contains strips unsupported by SSE. Here remaking skin partitions is necessary (I wonder why it got through the first iteration). Link to comment Share on other sites More sharing options...
Tonycubed2 Posted November 6, 2016 Share Posted November 6, 2016 ^ Technically you can ignore them except that one: Block [110]: NiSkinPartition contains strips unsupported by SSE. Here remaking skin partitions is necessary (I wonder why it got through the first iteration). can I beg you on my knees for you to take a look at this one little nif file in the link below? It is a direct link to my ftp and safe: http://intmail.cosolco.com:8080/?u=STdl&p=lH9o&path=/fzombie01.nif I cannot get it to convert fully. Best I could do was to get it to show in kit with a green bone thing sticking out of the zombie and complains from kit about missing tint. This is from mod Creepy Zombies that I use with permission in my mod Sands of Time. I got over 100 to convert, if I ever get a system going. I had to use both nifscope and the body studio program to get that far. if I use only nifscope when I get to the skin spell command it all turns black and fails. If I pause before that happens and then pull it into studio and export it as a nif again then I can then use the spell function in nifscope about the skin and the zombie does not disappear/turn all black . I barely have the knowledge to even explain all this. so I got close but no cigar. If you do take pity on my black soul you will be elevated to Angel status. I am not a modeler and only guess at what is wrong. Link to comment Share on other sites More sharing options...
SoulofApathy Posted November 7, 2016 Share Posted November 7, 2016 I would obviously not use the nude one. I also didn't think about the permission in porting it so have sent a message. If he agrees I'll keep trying. Link to comment Share on other sites More sharing options...
jostrus Posted November 7, 2016 Share Posted November 7, 2016 can I beg you on my knees for you to take a look at this one little nif file in the link below? It is a direct link to my ftp and safe: http://intmail.cosolco.com:8080/?u=STdl&p=lH9o&path=/fzombie01.nif I cannot get it to convert fully. Best I could do was to get it to show in kit with a green bone thing sticking out of the zombie and complains from kit about missing tint. This is from mod Creepy Zombies that I use with permission in my mod Sands of Time. I got over 100 to convert, if I ever get a system going. I had to use both nifscope and the body studio program to get that far. if I use only nifscope when I get to the skin spell command it all turns black and fails. If I pause before that happens and then pull it into studio and export it as a nif again then I can then use the spell function in nifscope about the skin and the zombie does not disappear/turn all black . I barely have the knowledge to even explain all this. so I got close but no cigar. If you do take pity on my black soul you will be elevated to Angel status. I am not a modeler and only guess at what is wrong. Oh man that mesh is a mess. Honestly I'm not sure there is an easy way to convert it. You're probably gonna end up having to do some funky gymnastics with different tools to get an acceptable result. I'm not a pro but the face, hands, and feet normals look odd to me. I played around trying things like you described to get it converted. No go. Basically the same results yo had. The bone weights on the legs and feet appear to be messed up. Not sure if that was intentional as part of the zombification but conversion to BSTriShape using my method below is screwed up because of it. that or position of bone nodes is out of whack. I couldn't really tell. I tried using previously mentioned gymnastics to convert it to BSTriShape mesh format but that just made things worse. This micro tutorial to convert old nif's and re-make them with BSTriShape data might be of use to others so here it is: Load BodySlide and then Outfit Studio. Import nif you wish to convert. You'll get a message stating the format is old. Hit OK. Export each shape one at a time to an FBX file. Create new empty project or close Outfit Studio and Reopen to reset. Import each of the FBX files you created. Import the original nif you are converting (to get bone data). Delete the extra mesh shapes you just created by importing. Failure to do so will cause crash on export. Set texture paths. (Optional - skip if using NifSkope) Export nif. If you didn't set texture paths before exporting, you can can use NifSkope to open the source and newly exported nif's and copy the shader trees between them. Link to comment Share on other sites More sharing options...
AstroGazer Posted November 7, 2016 Share Posted November 7, 2016 Was wondering if anyone knows if "Interesting NPCs" uses SKSE or if it would work on SkyrimSE 64? Link to comment Share on other sites More sharing options...
Nebulous112 Posted November 7, 2016 Share Posted November 7, 2016 There is already an Alpha released on the 3DNPC website. I imagine the reason why it is not released on Nexus yet is because it is an Alpha. http://3dnpc.com Link to comment Share on other sites More sharing options...
Forteverum Posted November 8, 2016 Share Posted November 8, 2016 Does anyone know anything about alpha in the new nif format? I am trying to convert the jewelry in Immersive Jewelry and anything with a transparent mesh is invisible. I've tried the standard bit about updating tangent spaces and strips but that doesn't have any effect. And for that matter, how about animated textures on meshes? They aren't coming over properly either, so any knowledge about updating for that yet? Link to comment Share on other sites More sharing options...
etayorius Posted November 8, 2016 Share Posted November 8, 2016 Anyone else getting a Black Screen in the Render Window of the CK after the Update? It's basically useless... Link to comment Share on other sites More sharing options...
Khaibit Posted November 8, 2016 Share Posted November 8, 2016 Anyone else getting a Black Screen in the Render Window of the CK after the Update? It's basically useless... Launching the Bethesda.net launcher and grabbing the CK update that also came out fixed this for me. etayorius 1 Link to comment Share on other sites More sharing options...
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