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Found 4 results

  1. I have both _0 and _1 mesh versions, but when testing the armor in game it turned out that the game uses _0 right until weight is set to maximum - then it snaps to _1. How to make sure there's a gradual change for all in-between slider values? Just to specify, this is about vanilla weight slider for the fat/muscle change of the body. Couldn't find any definite answers anywhere.
  2. I am making body replacers for both males and females, and would like to impose limitations on the range of weights between _0 and _1 for different races. For example, I would like to make high elves only able to use the lower end of the slider, as they are supposed to be thin based on lore. This might require a script of some kind, and while I don't know how to script, I would be happy to learn a bit if someone could point me in the right direction. I know that Unique Everything allows different bodies for different races, but that would require me to make armor conversions for every race, which is ten times the amount of work as using the same body for all races. If I can limit the weight slider range without changing the body for different races, the armors will scale appropriately. If you have any ideas of how to implement this, please let me know. I really want to make this work, and I think it would really add a lot to the game by making the races look more unique. I appreciate any advice. Thank you for reading.
  3. Edit: Opening up the plugin in CK and re-saving fixed it because vOv ================== Okay so when I was going to post this like an hour and a half ago it was a different mesh. One ARMA form, out of thirty-two, which all use the same two high/low meshes, was being loaded as if there was no low-weight mesh, and so was not interpolating. In what probably turned out to just be coincidence, scrapping the BSA and going back to the original loose files fixed that issue. Okay, cool, messed-up BSA. I'll just make a new one. Yaaaaaay now the mesh is behaving! Booooooo, now another one is doing the same thing! Scrap, reload loose files...*sad trombone* Again, this is one ARMA form using the same mesh pair that, in this case, fifteen more are loading perfectly fine. In both cases this is also the base ARMA form, meaning there is no texture swapping going on, meaning I could not have fat-fingered something being that it's, well, the base of all the other forms, and if it wasn't pointing the right way, none of the others would, either. Which brings up another point...how can you fat finger something like that? It's either pointing to the right mesh, or it isn't, and there's either a low weight mesh to complement it, or there's not. Neither of these things is an issue, at least on paper - Yes, the _1 weight is loaded; yes, there is a _0 weight to complement it; yes the _0 weight is named properly with no typos. And I will say yet again, none of the texture-swapped variants have this issue. I legit don't understand how this can happen. It has to be on Skyrim's end...and holy crap you know what? There are screenshots right the heck here on Nexus that show those exact meshes fitting perfectly! So what on earth could've happened? I think the fact it's the base ARMA's, and not the variants, is a clue, but damned if I know how. :\ If anyone can think of something I'd appreciate any input. If you think it'd help I'll upload the file to mega or something, just beware it's not small.
  4. I've made a new armor with 3ds Max, both the 0 and the 1 meshes, then i've added it in game, but during the test, when i've tryed to wear it, is like the mesh is exploded (i don't know a better way describe what happend). This problem happen only with the intermediate values between 0 and 1 of the body slider. Searching on internet, i've tryed the suggestion of Nightasy tutorials, but don't work. If i try welding all the vertex of the mesh, the 3ds Max crash during the nif exportation, if i try inserting a Smoth modifier between the Editable Mesh and the Skin modifier, the armor still explode... :wallbash: The program i use is 3ds Max 2011. Any help is very welcome.
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