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Dante2904

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  1. Thanks EssArrBee, I will be looking at that shortly. The last 2 weeks haven't been enough of a waste of time figuring this all out... might as well dive in and start reading the details lmao. I finally finished each step of Neo's guide and man it was freakin awesome loading up and walking outside only to get my @!! handed to me by 5 dragons at once... then I reloaded because... well... that was just too dang awesome, and I CTD, restart and CTD same spot. However.... (there is a huge "however" here...) I was running Camtasia to capture the moment lol; im sure that had a heck-of-a-lot to do with it. I think this install is having a lot of stuttering from script bloating(?) and mod conflicts, so I have to research a lot more.
  2. Yea, I kinda figured the above mismatches weren't critical at all, just wanted to know if I have the right idea as far as loading up Unofficial patches and carrying values over - really seems that if they match the skyrim.esm, but not unofficial patch, then I can safely carry over (outside of quest changes or whatever, depending on what the mod is supposed to be doing). There are 2 fields that keep getting mismatched called "MHDT-unknown (wiki is real informative with it just being called "unknown" on there too lol)" and the one for regions XLCR i think? I dont have TESVedit open atm. Neo did replace these in some files, but I have quite a few of them to fix if they need to be addressed. How do you check incompatibilities between multiple mods? Like how hes having you create around 8-10 custom patches for this? We just load up the entire load order just to browse around and then start loading the ones with mismatches together 2 at a time?
  3. I have been doing that fairly easily, but might miss some things because some mods have tons of sub-sets. I wish it would highlight the top of the stack in red so I could find these lol. since the skyrim.esm data matches the mods data, but NOT the Unofficial Patch, i can safely mod the values over, right? Given that this mod is a Aela follower mod, i would expect it to modify skills, but in this case Skyrim.esm and the mod MATCH, so I assume i should move the unofficial data over (I don't think this particular set of data matters as for "problems"), correct?
  4. I couldn't find a general guide for checking compatibility of mods with TESVedit, does anyone have a link to a wiki page or a video? Seems that in the Skyrim Revisited guide Neo uses a lot of TESVedit steps for fixing the issues and I would like to know how to find them and resolve them like he does. Example:
  5. I would appreciate something like that, though at this point I have a much better grasp of everything just off watching Bergzore's toob animation tutorials. Tangent:
  6. Directly from description: It would be awesome if that just said "Do this or Do that". Is it as simple as turning off/uninstalling the XPMS skeleton arm patch in WB I was previously using, then enabling this as something like an override?
  7. Everything I seem to look at on the body mods has entirely too many acronyms, but I tend to avoid CBBE, UNPB, and BBB. Trying to stay as close to vanilla as possible, but the original body proportions (not breast) were terrible, same goes for male imo, but there is a severe lack of those mods around, non-nude preferred for both genders. As I said, I use Dimonized UNP Skinny version, if there are others that are better suited for lore-friendly play, im open ears :). As for the animations, everything seems to be working properly, but I dont quite understand the toggle option for "Skeleton Arm Patch" in the "Generate FNIS for user.exe" app.
  8. Ok, so simply put, I can disregard the suggestions in Neo's guide for UNPB, and the other physics-related mods? The big thing that was getting me was UNBP-BBB compatible armors or whatever, but I care nothing for those and I don't think it causes conflicts if I don't want to use BBB physics. The only animations I care for are combat and a very select few idle animations. - the only 2 issues with immersive animations is my 1h draw/sheath is a dual wield animation from the back, and with 1h sword and dagger is kinda the same... the dagger is pulled from over the shoulder, but thats ok lol. I can't stand how most of the body mods alter the theme drastically. With it now working, I am about to revert back to my original body mod and remove the UNPB mod - if I am grasping this right then it doesnt matter because im using a FNIS compatible skeleton and I have proper animation packs installed, right?
  9. This not good :( I am using this as it was listed in STEP: Max Skeleton "Use the "back hip Dagger" version. Also install "Magic-shield arm patch - Non FNIS user" unless planning to run Fore's New Idles." - Now I am planning to run FNIS, so I can just disable this, but do I need to put something in place of the magic-shield arm patch or does FNIS just auto-fix that? Magic-shield arm patch - Non FNIS user Incompatible with Dragonborn. If you are using Dragonborn DLC, Use the patch from NMM version or latest FNIS <--- I use DB lol... Sorry to keep this going, but this is all confusing. I use Dimonized UNP - Skinny if that makes any difference what-so-ever, with a couple of armor mods that I have no clue if I need a FNIS version for - im still sifting through them all atm. I believe the armor FNIS stuff is for UNPB variants, im not sure. I wouldn't mind some additional immersion with cloth or certain armors having female physics, but meh... ebony, steel, dragon, and daedric with physics is just not very realistic and im def not a fan of UNPB, nor do I care much for UNP, but at least the proportions are a little better than vanilla. None of the animations for female physics I looked at were realistic either, so I assume I can just run FNIS and install the magic casting mod with immersive animations and im good-to-go? Proportion perspective, oh my!: Or am i totally missing something here and the armor is skinned to the skeleton regardless and FNIS-compatible armor mods wouldnt exist anyway, just the body mod + physics variations?
  10. I will attempt to follow Neo's guide to install FNIS along with this thread's titled mod and the Immersive Animations mod. I tried Immersive animations previously because I love his work, but it would not work for me - I assume due to the lack of FNIS, but idk. Hopefully following Neo's steps it may work. I am just terrified that having FNIS with all my body mods might have issues because I have chosen all non-FNIS files on them. I have 495 packages, otherwise it wouldn't be a big deal, and it is really tough to sift through and find out what needs FNIS updates. Hmm... I am pretty sure I actually run a lot of your mods if not all of them, if you have same/similar name on Nexus.
  11. I appreciate the attempt to decrypt the description for me, but this is pretty far beyond me. I mean, honestly, I wish more than anything I could fire up 3ds Max, import some nifscope exported objs, build a custom rig or a CAT rig, skin the object file, and animate the hell outta it (my focus is layered animation), then tweak skin muscle morphs in Zbrush with a 3ds max morph modifier and put it back in data folders somehow... but... you know... IT IS NEVER THAT SIMPLE :( outside of the film industry. Raging animation rant:
  12. I don't understand what you mean, especially with DB added animations - there are broken animations in DB? Or are you referring specifically to this mod? I run XPMS & Realistic Ragdolls atm and I have DG, DB, and HF. I haven't witnessed any animation inconsistencies running the aforementioned with S.T.E.P. 2.2.5.
  13. I am currently skimming through your guide specifically for cleaning, but am actually finding some really nice mods not in S.T.E.P.. I had to use your guide like crazy to clean all these mods out, thanks for the guide btw! :D This mod in particular New Animation For Magic Casting seems to require FNIS (I dont care to use FNIS), but FNIS requirement wasn't stated in your summary - do I, in-fact, have to run FNIS to use this? FNIS reasoning:
  14. Hes not using the vanilla meshes either. At this point I think I should prob just use my own meshes because there is a really strong correlation between my meshes and my textures. From what it looks like, hes using the same textures with new meshes - kinda like what I am doing but im spending mucho time on the alphas, thats whats causing those jagged edges in each of the strands. I am currently redesigning the haircaps based on where the hair's part exists (visible roots), then rebuilding the planes over that - I think this will have the most realistic/immersive impact. Note that I am just doing layout on this atm, I do styling in ZBrush. It appears that you cant use greyscale alphas, I havent confirmed, but I think I can only go 000000 or ffffff. Still very early in first phase, but once the first hair mesh is complete with the texture file, the rest shouldnt be too hard. If I can figure out how to add new styles (sorta like apachii, and apply them to npcs), I want to use the curly and frizzy hair variants that don't seem to be used. Those will require additional non-vanilla meshes. Of course Ill be recreating those textures as well, but sad that we dont see many (if any) NPCs or hairstyles that use those maps. At that point I might have to find a partner, because I don't want to use CK at all. Animating these is a dreamshot and something for another time, but man I wish I could lol (simple in max, prob impossible in skyrim).
  15. I am losing a lot of detail in the diffuse map's alpha when I compress as 1k, but it's because of the texture space being horribly used - I have to remesh these, every single one of them, just unusable geo/UVs. However, the haircap won't be flat like it always has been anymore. The original file's alphas were using the hair ends pattern as the roots and the UVs weren't even sitting properly on the alpha's detail. This is far from done - its just a shot of the haircap (no detailed strands), but I have been tweaking my alpha for hours and this is what I am talking about: I will have to repaint the diffuse accordingly, obviously, but I think it is going to look pretty nice in the end. Still a lot of work to do on the alphas and I have a decent mesh tutorial I might can utilize (I can make primitive alpha or spline hair, it's not that, it is getting whatever I made back into skyrim). I still have a lot of alpha work to do, but the nice thing is that for any straight variants, I can just reuse the brush I am building. The alpha there is an example of why I just cant stand the vanilla UVs, that seam should have been welded... so I am going to weld it and reUV/remesh all hairs and pray I can get the meshes replaced with mine.
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