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Kastagir

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Everything posted by Kastagir

  1. RaceMenu V3.2.5B

      That doesn't surprise me.  Would it make sense to switch between the current windowed view and a larger widescreen window, or a fullscreen view (perhaps with a view toggle in the corner)?  Can it detect the current screen resolution?  Anything that extends the view in one axis would be helpful and I'm guessing people have more horizontal real estate than vertical.  
  2. RaceMenu V3.2.5B

      Is there any way to make the sculpt window resizable?  Allowing it to be resized horizontally might make it easier to see parts that you are sculpting when zoomed in.  Right now the window can only be moved - it's proportions can not be manipulated as far as I can tell.  Even if this is not really possible, if there was a way to switch between a 3:4 and a 16:9 sculpt window it would be much more usable for fine sculpting work.  Are either of these things possible?
  3. RaceMenu V3.2.5B

    I don't know if these things have been suggested:   Poses broken whenever a slider reaches zero Ability to PAN view in sculpting window Increase wireframe resolution in sculpting window I often use a static pose whenever editing a character's face.  I typically use an empty pose slot to get the actor in a T-pose, looking straight ahead to avoid any possible distortion from looking up, down or to the side that might affect the appearance.  Whenever a slider is moved to zero, the pose is broken.  I was wondering if it was possible to change this behavior.   The sculpt window would be a lot easier to use if we were able to pan the view.  Zooming in is sometimes necessary to get the right vertex and this is simply not possible with some parts of the head due to the inability to pan the view.   The wireframe in the sculpting window seems to be relatively low resolution.  Is it possible to increase this resolution or does the performance cost prevent this from being feasible?
  4.   Yes, and it's called "sidebraids," and ideally should be used on characters where it doesn't appear on the ear.
  5. "What mod is this?" VI

        Nope.  That image is from 2013: Image submission (second image)  http://www.nexusmods.com/skyrim/images/246763/?go=force_view Image link:  http://i.imgur.com/V2AtzCo.jpg   Correct answer:  http://www.nexusmods.com/skyrim/mods/34160/?
  6.   No, it is not.  After being exported from 3DS Max as BSFadeNode, the formatting is different.  There is no "BSFaceGenNiNodeSkinned" node as there is in the .nif exported by RM3.  This is the parent node for all the headparts, so without this node present, I'm not sure how to fix this.  The 3DSMax-exported .nif also has the head in a different position relative to the origin, so the translation appears to be different.  I'm not sure if this also needs to be the same, but more information is going to be required to make this procedure work.   EDIT:  Well, I got some of it to work by copying the head mesh branch from the Citrus-head export to the RM3-export .nif (after removing it in that file beforehand) and saving the .nif under a new filename.  Since the headmesh is the only one I altered in 3DSMax, I assume I can leave all the other headparts alone.  The mouth sliders don't work, however, because it appears that the mouth mesh is embedded within the headmesh (moving it to extremes causes it to clip outside the chin).  I suspect I'm not doing this completely correct because there just isn't enough information provided.   However, I noticed the same issue others have reported with eyes.  I believe it was because I was using an eye mesh that had left and right eyes separate (even though they were the same color).  I may try the whole process again to see if a standard, single-headpart eye mesh avoids this problem.  Another issue I observed was that the Citrus head does not conform with all of the vanilla hairlines.  If you look at the cropped/shaved haircuts from the default game (HairFemaleRedguard03 or 04) you'll see the headmesh clipping through the hairline headpart near the temples.  It is also easily seen around the neck region if you turn the head to the extreme left or right.  This can be fixed by using the sculpt tool to deflate the headmesh in these areas, but it seems like that's something that would have to be done every time you create a head unless it's fixed in an update to the Citrus head mesh.  
  7.   I'm familiar with 3DS Max so I decided to give this a shot.  I was not successful, but I believe some things are not clear enough for me to get this to work:   Step 3:  This step seems to imply that I should use the _0 or _1 mesh of femalehead.nif, which of course does not exist in the Citrushead archive (standalone or replacer).  There is only "femalehead.nif," as is the case with the default femalehead.nif.   Step 14-16:  This outlines the process of creating a skin wrap, but there is no mention of actually making a skin (i.e. clicking the "convert to skin" button).  I don't know if it's even necessary, but I did think it was strange and I'm wondering if a step has been left out.   Step 21:  After following this procedure to the letter, I attempted to perform this last step, which I assume is the "Import Head" option from the Sculpt tab.  When I attempted to do so, Racemenu displayed the message, "Failed to import data from <name>-Citrus.nif."   I have to assume this is possible and that the author has gotten it to work, so I'd like very much to get these questions cleared up because it's not working with this procedure as written.  
  8. Underworld Armor

    Failing to add this keyword will only prevent it from showing for sale at armor merchants (blacksmiths).  It will still show up at general goods merchants at whatever price it's set to.  And it can obviously be sold to any merchant if you have the Merchant Speech perk.   Also, the files appear to be damaged.  I can't open either archive with the latest non-beta version of 7zip.
  9. [WIP] The Forever Darkness Project

    Has this person ever actually released anything?.  I have only ever seen character screenshots, text and fancy logos dating back to 2012.  Why should this be any different in 2015?
  10. To all who contributed to this effort, thank you.  I just tested it out with my unique character path and it all works as expected.  I'm looking forward to the RM 3 release to see how it all fits together.  However, I had a question about one thing.  The head mesh is set up to use tangent space normals.  As I understand it, Skyrim uses object space normals for skin and body meshes (hence the _msn suffix as opposed to the _n suffix for armor and equipment).  As such, the BSNumUVSets should be set to 1 and HasNormals should be set to No to work with properly configured body meshes.  Otherwise there will be more noticeable seams if they are not both set correctly.  Granted, there are a number of body mesh replacers that have been set up to use tangent space normals by their authors, but that doesn't make them any less incorrect.
  11.   Link works fine but you may need to copy the link to your clipboard and open it in a new browser tab/window.
  12.   Your link is adding unnecessary characters after "jpg."   Both characters in the screenshot are wearing items from "Brokefoot's UNP Mashup."  The character on the left is also wearing fur armor pieces (bra and skirt), likely from Nightasy's "UNP Hmm What to Wear."  You can find both mods on Skyrim Nexus.
  13. "What mod is this?" VI

      The link (which is indeed present on that page) works fine for me.
  14. "What mod is this?" VI

      Download the 7Base version of the mod!  
  15. "What mod is this?" VI

      Lip/mouth shapes are not supplied by the headmesh.nif but by the morphs (.tri files).  This is why the entire mouth region changes when you change mouth shapes.  This appears to be one of the mouth shapes available in ECE.  
  16. Try posting your image somewhere that doesn't immediately redirect to a porn site and you'll get more help...
  17. So has Racemenu "beaten" ECE?

    Without clear instructions on a viable method for at least partially retaining an ECE-generated face in Racemenu, there will continue to be holdouts, whether they use vertex edit or not. The CITRUS head, while promising, doesn't appear to be done. I'd like to see it bundled with RM3 because at least then I'd expect to see some comprehensive support for getting it to actually work with your particular race. For now, I'm not particularly inclined to adopt something that is difficult to install properly, has inadequate installation instructions and may even be incompatible with future (release) versions. That's purely conjectural but not without precedent.