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Posts posted by AnnaFly
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Woah, that was fast. TY.
This is the modified mesh, maybe you can find some mistakes:
http://www.mediafire.com/download/b433tym9wsqmmyj/amuletarnoras1.nif
The first amulet actually worked fine with FF13 race and the original HGEC body (using default scale) so I think scale does not matter.
Hi there.
Well i cannot past your mesh to a Skeleton ... because there is a mistake ( of course ) : your meshes are linked/mapeped to a wrong node ... the NiNode Scene Root.00 ... that's not right ,this one isn't the very first node ( at the top , the first thing you see when you load a nif file ... in fact you must consider this first node as your Skeleton ... so your amulet need to be linked to this one ...
Now compare your nif nif a common (usual) amulet nif file :
So i'll try to correct your mesh now and of course i'll explain how i did ... i i can ( never worked on an "Amulet file " to solve an issue ... so let me a few minutes because once done i 'll adjust it to my body mesh an test it with an animation ... ok ?
Cheers.
PS " pseudo-quote" :
..." By the way.
Should I keep asking for help in this thread?
LL have some tutorials area? ..."
Why not ? ... but if your prefer to create your own topic, it's better to check the LL's folders first , just to see if someone else didn't already asked for a similar request ... so that's just my pint of vue ...
Coming soon with your mesh corrected ... i hope ... ;°)
You can paste it into a nif all you need to do is to delete the .00 off of the Scene Root.00 though it seems when you paste it into a nif the necklace gets all stretchy and placed incorrectly.
Hi greetings Myuhinny.
Unfortunately it's not so simple ... if you check the skin partitions of the 2 meshes ( thi nif uses 2 meshes) , you will see that ones use 2 bones ( Bip01 Spine2 and Bip01 Neck1) and the other only one ( ! ... that's a missing error here ) and most of all , usually aan amulet uses also the "Clavicle nodes " and also the Bip 01Head node ... not here .
So there are a few errors there.
If you remove ( and first rename the Scene Root .01 as Scene Root ...so there are 2 Scene Root now - that's not correct too , the 2 meshes of this amulet will loose their respective nodes ( except the NiNode Scene Root) ... that's " funny" ... i never saw that kind of error , so it's a interresting one in fact ( to improve my Knownledge about NifSkope ...) .
And finally if you simple export these two meshes to anothe nif ( with a full skeleton, one mesh has an error of rotation ( +/- 90° ) and the second is totally distorded ...
So a good question for my "exam ..." .
Coming as soon as possible .
Cheers.
PS ... in fact here the "Skeleton Root" isn't the Scene Root here ( look at the Details block ) but the Scene Root.00 and that's not correct.
PPS : here i corected the Skeleton Root ... that's just the first step ... now i 'll try to remove the Scene Root.00 without loosing the bones ...
to be continued
PPPS ; now i removed the Scene Root.00 and as expected i loose the bones ... but now the nif is more "classic" ...
So now i need to add the "missing bones there , but in my opinion , only Bip01 Spine2 and Bip01 Neck 1 are not enough ( = not correct ... in my point of vue ) .
i continue ...
NB : at this point , i think the easy way to achieve the nif is simply to run this nif in Mesh Rigger but as this is an "exam" for NifSkope, i'll continue just with this fantastic tool
PPPPS : Step 3 : now i added the bones, the nif looks correct but it isn't in fact because for me there is an error of rotation in the Spine2 node that came with this Nif File ... if you take a look at NifSkope, all seems to be alright , but if you past that mesh to another Skeleton, there 'll be an "horrible" distorsion...
And there is still a missing bones in one of the two meshes in this Nif ( and probably more ...) .
What else ? I need to try to correct the values from the "rotation " ... let's go !
To be continued ... ;°)
Such questions are never annoying.Failed again

The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it.

I don't pretend to be annoying. Thanks in advance.
Looks like you exported it wrong, did you export the nif from blender or 3ds? Just asking because you mention to export it to 3ds first.
For me it seems you did not use the skeleton in the export, (no nodes, BSX flag) as well as used the worng export settings (missing NiMaterialProperty, NiTexturingProperty).
The best would be to read a tutorial for import/export for instance this. Or another, there are many well written tutorials for that out there. If you still got issues, pm me or write it down here, and I will take a closer look.Follow these steps:
- first import your amulet with these settings:
01.jpg- delete the node ( 'right click' then 'del'):
02.jpg- import the upperbody you like and delete the node as well. (in my case a BBB enabled HGEC E-Cup)
- OTIONAL A: I just like my object centered: select your upper body (right click) then press 'shift+s' and click cursor -> selection
03.jpg- OTIONAL A:then select your amulet and press center Cursor (repeat that with all amulet parts if there are more than one:
03.1.jpg- OTIONAL B:if you got more than one amulet part select both (shift+right click) and press ctrl+j to join them in one mesh (don't worry they will be exported in 2 parts if there are any difference):
04.jpg- select the amulet and select the edit mode:
05.jpg- do some magic (The same steps as I've written here somewhere, search for 'proportional edit falloff'):
06.jpg- OTIONAL C: Weighpaint the Amulet with bone weight copy, select first the amulet then the body (right click, shift+right click) then:
07.jpg- OTIONAL C: use this settings in the popup:
08.jpg- delete the body now, so that only the amulet is left
- Now import a the skeleton (found in ...meshes\characters\_male\Skeleton.nif (if you use BBB make sure you got the right one), use these settings now:
09.jpg- this is how it should look now:
10.jpg- now export it to nif with these settings:
11.jpg- now everything should work, here the amulet that I made for the example pics:
adventurersamulet.nif
...
And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone.
I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender.
Clean the nif.
the left one looks like the vanilla amulet file, the 3 scene roots etc. appear when you open the NiSkinInstance, maybe a bit confusing in this pic because you can see only "N....".
cheers.
Something weird is happening with Arnoras amulet, everything seems to work but the game does not change its original mesh, and it keeps floating around the neck:


I have no idea what's the problem, with the first necklace worked fine. Making my first mod is too hard, your help is really apreciated.
Thanks in advance
that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk.
as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots)
amuletarnoras1 should work.nifbecause I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post)
cheers.
Thank you again.
This seems complicated. I think I should try some nifskope tutorials before starting to work on this mod, never thought how hard is to put meshes in your game for first time.
Greetings.
Hi.
So as i wrote , your mesh is clean now.
About NifSkope : it's really a " must have " even when you 'll be more familiar with Blender , you will probably need to use NifSkope to finish and clean your mesh.
But you can really do a lot of things with this tool, not all , you cannot ( ex : for this moment , cut a part of a mesh ...unfortunately ) .
But whow knows, there is already a new NifSkope version ... Beta , and in the futur , i suppose new functions 'll be implanted too ...
Just one thing please : if you find the cause ( so what you did "wrong" on
thisthese meshes ) let us know , like this , i would probably be able to know exactly if it is possible or not to repair your nif ... just with NifSkope.Cheers.
PS : sorry, in yellow some " mistakes corrected " ... ( i must read what i wrotre first , ...and post my comment after ... but most of the time i post first , and take a look on wy comment after ... ).... " hônte sur moi " ... ;°)
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Greetings.
i suppose some of you already know this, but you can download the SPB SMDR 027 "Athletes" now ... what's new there : the legs ! That's not those from the DMMC body . Great point , isn't it ?
Cheers
http://akaspb.blog.fc2.com/page-1.html
http://www.mediafire.com/download/ccxcq17p577oxfz/SMDR+027+Athletes.7z
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Greetings.
"Away mortal ! ... we have no time for your "chattings " ... ;°)
i have no idea on what ForMod is , but in screenshot 2 & 3 i see you use an HGEC Shaved texture ( female of course no seen yet a "Shaved" male texture and you ? ) ...on a vanilla character ( i mean you are not using an HGEC nude ( or with underwear ) mesh that works with this texture ) ... so the texture came probably from a ".bsa" packaged mod in this case , why the meshes are not displayed correctly ... probably because this ".bsa " file is overwritten by another mod.
So i think we need some more informations to help you . Could you post a screenshot of the actived files ( mods ) you use ?
And , why not another screenshot from your Data/meshes/ folder ?
Did you have a folder like this ... ( W7 operating system )
N:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\meshes\characters\_male ... the most interresting points are the yellow parts in fact , there you need to put your HGEC meshes ...
This is where your HGEc meshes ( the "xxx.nif files ) need to "go" ... with a compatible Skeleton ( for the BBB effect for exemple ...) .
Not easy to help you without the required informations .
Bye.
PS : most of the time try to do a manual install ... and "unzip " some .bsa files if needed , to check them ... just in case ... there are enought " BSA extractor ..." all around the world " , do you need a link ?
So as Varenne said , try to help us by posting your load order too .
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Woah, that was fast. TY.
This is the modified mesh, maybe you can find some mistakes:
http://www.mediafire.com/download/b433tym9wsqmmyj/amuletarnoras1.nif
The first amulet actually worked fine with FF13 race and the original HGEC body (using default scale) so I think scale does not matter.
Greetings.
Hi .
Well AveBrave solved your "issue" ... with Blender.
http://www.loverslab.com/topic/955-is-there-a-mod-that-and-requests-thread/page-110#entry1308616
So, thanks to him.
Now, my turn to post a "request" and you are probably the only one who could answer this one : i've tried to solve your problem just with NifSope ... but " AveBrave" stopped me with his solution - Brave garçon ... :°) - in fact i 've in mind to write a tutorial just for NifSkope ...and that's why i try to solve a problem only with this wonderful tool ... but it's not always enough or possible .
So i need some " bugged" mesh like yours to see if it's possible or not ... now my request : if in the futur you find what you did wrong on this nif, please let us know , ok ?
I'll try , anyway to solve this problem ( just with NifSkope ) , just for my "knownledge " and my futur ( ? ) tutorial. But , for the moment , i prefer to keep this " problem" for another day , and of course , if i can solve this problem , i'll post the final nif as a P....PS in my post number 2180 :
http://www.loverslab.com/topic/955-is-there-a-mod-that-and-requests-thread/page-109#entry1308566
Cheers.
PS : i've just extracted the original "arnora" amulet meshes and i notice this one also use only one of the two nodes for one of its meshes ... that's unusual but , anyway , i can compare now yours and the original one .
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Greetings.
@ KosuKosu1.
If i may ( clic d'oeil à KingKong, bien sûr ...) : i don't know if you are still working with the same Upperbody mesh , but the one you used come probably from Saaya ... DMRA version, and unfortunately there is a "little bug "there .. ( under the left breast - take a look from the " top view" inside the body - in NifSkope...).
[...]
Thank you for bringing my attention to this topic posting here (you have done it for your own reasons, of course). It's an old topic, and I would never have learned of its existence otherwise. Since I'm an enthusiast of DM RA-GUTS, this is a wonderful resource for me. Browsing the thread I found the link to Speed Buster's SMDR 002 Dai Guts Fighter you posted. I can't miss it either!
And of corse, many thanks to KosuKosu1 and samhain6 for providing their contents.
Hi there.
Hi , " Du Calme ..la queue " ... ( Quiet ...The Tail ) ... ;°)
Yes i did it not only for my own reasons but for the users ( and futur users ...) of these meshes.
I will check your PM after this post ... but time to show you how to correct this mesh ... in NifSkope ( that's for may future (?) tutorial about NifSkope, i need some meshes like this ( or with other errors ) to explain how to use NifSkope to solve that kind of " issue " ... so i'll sent you a PM about this.
And i can also send you a Saaya's original mesh ... corrected of course.
But as i already said , it's a "painful" procedure in nifSkope , it's more faster and easy with a real 3 D tool ( Blender & Co ...) ...but i'm not interrested to write something ( a kind of " tutorial" ) about Blender , there is already enough tutorials ... but no one in french as i know ... Snifff ...;°) .
Cheers.
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...
hi AveBrave ... and yes this one should work, no problem to past your nif to a Skeleton ... but now i've no more reason to find a way via NifSkope ( and i like it so much ...) snifff, sniff ...:°)
...
that was exactly what I thought after I post. Maybe I should hide the file behind a spoiler so you didn't find it
. But thats foolish me, if any nif doesn't look right I first import/export it.cheers.
Not , thank you , i'll try another day , i'm tired ( didn't sleep tonight infact ) , but thi mesh will o,ly fit a little number of upper bodies ... actually i use the Gooboo 's GBEC / UNPK for Oblivion for my character and this amulet don't "fit" this upper body very well .
I was interrested by this "test" because i have in mind to write a tutorial ( as complete as possible) just for NifSkope but in a few language ... english ( i have no really a choice there ) , french, german , italian and spanish ....and probably russian too .
That's just a project , an idea ( ...as Rome ... in the beautiful movie "Gladiator " ) at this moment , i have so many other in mind , too much probably.
Anyway, once again, thank you for him.
Cheers.
Coming soon ...in a few hours after a rest.
PS ; by the way the " AdventurerAmulet.nif" you made as an exemple ( Spoiler from post 2174 ) fits perfectly the neck/shoulder zones of "my" favorite GBEC body ... thank you.
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Such questions are never annoying.Failed again

The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it.

I don't pretend to be annoying. Thanks in advance.
Looks like you exported it wrong, did you export the nif from blender or 3ds? Just asking because you mention to export it to 3ds first.
For me it seems you did not use the skeleton in the export, (no nodes, BSX flag) as well as used the worng export settings (missing NiMaterialProperty, NiTexturingProperty).
The best would be to read a tutorial for import/export for instance this. Or another, there are many well written tutorials for that out there. If you still got issues, pm me or write it down here, and I will take a closer look.Follow these steps:
- first import your amulet with these settings:
01.jpg- delete the node ( 'right click' then 'del'):
02.jpg- import the upperbody you like and delete the node as well. (in my case a BBB enabled HGEC E-Cup)
- OTIONAL A: I just like my object centered: select your upper body (right click) then press 'shift+s' and click cursor -> selection
03.jpg- OTIONAL A:then select your amulet and press center Cursor (repeat that with all amulet parts if there are more than one:
03.1.jpg- OTIONAL B:if you got more than one amulet part select both (shift+right click) and press ctrl+j to join them in one mesh (don't worry they will be exported in 2 parts if there are any difference):
04.jpg- select the amulet and select the edit mode:
05.jpg- do some magic (The same steps as I've written here somewhere, search for 'proportional edit falloff'):
06.jpg- OTIONAL C: Weighpaint the Amulet with bone weight copy, select first the amulet then the body (right click, shift+right click) then:
07.jpg- OTIONAL C: use this settings in the popup:
08.jpg- delete the body now, so that only the amulet is left
- Now import a the skeleton (found in ...meshes\characters\_male\Skeleton.nif (if you use BBB make sure you got the right one), use these settings now:
09.jpg- this is how it should look now:
10.jpg- now export it to nif with these settings:
11.jpg- now everything should work, here the amulet that I made for the example pics:
adventurersamulet.nif
...
And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone.
I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender.
Clean the nif.
the left one looks like the vanilla amulet file, the 3 scene roots etc. appear when you open the NiSkinInstance, maybe a bit confusing in this pic because you can see only "N....".
cheers.
Something weird is happening with Arnoras amulet, everything seems to work but the game does not change its original mesh, and it keeps floating around the neck:


I have no idea what's the problem, with the first necklace worked fine. Making my first mod is too hard, your help is really apreciated.
Thanks in advance
that is a strange indeed, maybe oblivion use the mesh from the bsa file because your mesh doesn't work? idk.
as annafly said before, your mesh got the problem of 2 scene roots, since idk what exactly you did, I can only guess you joined 'tri Amulet:0' and 'tri Amulet:1' and used the wrong export settings. (that's how I got the problem with 2 scene roots)
amuletarnoras1 should work.nifbecause I am lazy and not very familiar with nifskope and annafly allready did all steps that I also tried, I just imported your mesh in blender, removed the nodes and exported it. (with new parent skeleton (pic/step 9 of my last post)
cheers.
Greetings.
Hi AveBrave ... and yes this one should work, no problem to past your nif to a Skeleton ... but now i've no more reason to find a way via NifSkope ( and i like it so much ...) snifff, sniff ... :°)
Anyway, thank you for him.
NB: i will find a way a little bit later ... i need a "little rest now" .
Take care.
Cheers.
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If the amulet ( necklace, collar ) works in game it's ok.
The number of bones are unimportant.
I have a necklace nif with only one bone ( Bip01 Spine2 )
many with two bones ( Bip01 Spine2 and Bip01 Neck1 . or Bip01 Neck1 and Bip01 Head )
And they all function well in the game.
--------------------------------
Yes if you don't want to change the shape of the amulet you don't need Blender.
You can lower the amulet ( necklace, collar ) with NifSkope, perhaps a little change of the angle, and then run Mesh Rigger.
Greetings.
Yes not important you said but here, the amulet ( the nif) has e different meshes and onlly one use two bones oand the othere only one ... in this case ( take a look at the meshes) one meshe will move , and the othere will probably move another way .
And as i said, once " corrected in cannot past this nif to a usual Skeleton ( Deedees, Vipcxj or LAPF ) without get a fully " distorded "amulet , so in this case no need to test it in game ... but i know one mode ( a clothing replacer where there is an error of rotation seen in NifScope but working without problem in Game so ...maybe ...
Well just to be sure i'll test the mesh in game first ... who knows ? ...not me .
In fact at this moemnt i just want to find a way In NIfSkope to repair this nif .... if i cannot , so i will use the Mesh Rigger .
Cheers.
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@AnnaFly
I was replying to the first part of your post the part where you said. ***Well i cannot past your mesh to a Skeleton ... because there is a mistake ( of course ) : your meshes are linked/mapeped to a wrong node ... the NiNode Scene Root.00***
I was only saying that you can paste it to a skeleton if you deleted the .00 from the 2nd scene root.
Yes Myuhinny , i know that but i will loose the nodes too , so if you add an animation to the Skeleton with this passed mesh ... the mesh will stay in the same place , not attached to the skeleton and of , will not move with this one .
I've posted 3 nifs now ... step by step ... i need to do so if i want to explain finally what i did and how i did ...
Now i'll try to correct the Spine 2 's Rotation ...
As i wrote the easy way from the second nif is just to use the Mesh Rigger to " Rigg" ( of course ) this amulet ... but i want to correct this one just with NifSkope ( if it's possible ...) .
Cheers.
PS ;i'll add the other "steps" in the same comment ( a a new PPPPPPPPPPPS ....) not in a new one ..
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You can paste it into a nif all you need to do is to delete the .00 off of the Scene Root.00 though it seems when you paste it into a nif the necklace gets all stretchy and placed incorrectly.
Hi greetings Myuhinny.
Unfortunately it's not so simple ... if you check the skin partitions of the 2 meshes ( thi nif uses 2 meshes) , you will see that ones use 2 bones ( Bip01 Spine2 and Bip01 Neck1) and the other only one ( ! ... that's a missing error here ) and most of all , usually aan amulet uses also the "Clavicle nodes " and also the Bip 01Head node ... not here .
So there are a few errors there.
If you remove ( and first rename the Scene Root .01 as Scene Root ...so there are 2 Scene Root now - that's not correct too , the 2 meshes of this amulet will loose their respective nodes ( except the NiNode Scene Root) ... that's " funny" ... i never saw that kind of error , so it's a interresting one in fact ( to improve my Knownledge about NifSkope ...) .
And finally if you simple export these two meshes to anothe nif ( with a full skeleton, one mesh has an error of rotation ( +/- 90° ) and the second is totally distorded ...
So a good question for my "exam ..." .
Coming as soon as possible .
Cheers.
PS ... in fact here the "Skeleton Root" isn't the Scene Root here ( look at the Details block ) but the Scene Root.00 and that's not correct.
PPS : here i corected the Skeleton Root ... that's just the first step ... now i 'll try to remove the Scene Root.00 without loosing the bones ...
to be continued
PPPS ; now i removed the Scene Root.00 and as expected i loose the bones ... but now the nif is more "classic" ...
So now i need to add the "missing bones there , but in my opinion , only Bip01 Spine2 and Bip01 Neck 1 are not enough ( = not correct ... in my point of vue ) .
i continue ...
NB : at this point , i think the easy way to achieve the nif is simply to run this nif in Mesh Rigger but as this is an "exam" for NifSkope, i'll continue just with this fantastic tool
PPPPS : Step 3 : now i added the bones, the nif looks correct but it isn't in fact because for me there is an error of rotation in the Spine2 node that came with this Nif File ... if you take a look at NifSkope, all seems to be alright , but if you past that mesh to another Skeleton, there 'll be an "horrible" distorsion...
And there is still a missing bones in one of the two meshes in this Nif ( and probably more ...) .
What else ? I need to try to correct the values from the "rotation " ... let's go !
To be continued ... ;°)
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Woah, that was fast. TY.
This is the modified mesh, maybe you can find some mistakes:
http://www.mediafire.com/download/b433tym9wsqmmyj/amuletarnoras1.nif
The first amulet actually worked fine with FF13 race and the original HGEC body (using default scale) so I think scale does not matter.
Hi there.
Well i cannot past your mesh to a Skeleton ... because there is a mistake ( of course ) : your meshes are linked/mapeped to a wrong node ... the NiNode Scene Root.00 ... that's not right ,this one isn't the very first node ( at the top , the first thing you see when you load a nif file ... in fact you must consider this first node as your Skeleton ... so your amulet need to be linked to this one ...
Now compare your nif nif a common (usual) amulet nif file :
So i'll try to correct your mesh now and of course i'll explain how i did ... i i can ( never worked on an "Amulet file " to solve an issue ... so let me a few minutes because once done i 'll adjust it to my body mesh an test it with an animation ... ok ?
Cheers.
PS " pseudo-quote" :
..." By the way.
Should I keep asking for help in this thread?
LL have some tutorials area? ..."
Why not ? ... but if your prefer to create your own topic, it's better to check the LL's folders first , just to see if someone else didn't already asked for a similar request ... so that's just my pint of vue ...
Coming soon with your mesh corrected ... i hope ... ;°)
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Such questions are never annoying.Failed again

The modified .nif file (right) is pretty different from the original, and Oblivion doesn't even recognize it.

I don't pretend to be annoying. Thanks in advance.
Looks like you exported it wrong, did you export the nif from blender or 3ds? Just asking because you mention to export it to 3ds first.
For me it seems you did not use the skeleton in the export, (no nodes, BSX flag) as well as used the worng export settings (missing NiMaterialProperty, NiTexturingProperty).
The best would be to read a tutorial for import/export for instance this. Or another, there are many well written tutorials for that out there. If you still got issues, pm me or write it down here, and I will take a closer look.Follow these steps:
- first import your amulet with these settings:
01.jpg- delete the node ( 'right click' then 'del'):
02.jpg- import the upperbody you like and delete the node as well. (in my case a BBB enabled HGEC E-Cup)
- OTIONAL A: I just like my object centered: select your upper body (right click) then press 'shift+s' and click cursor -> selection
03.jpg- OTIONAL A:then select your amulet and press center Cursor (repeat that with all amulet parts if there are more than one:
03.1.jpg- OTIONAL B:if you got more than one amulet part select both (shift+right click) and press ctrl+j to join them in one mesh (don't worry they will be exported in 2 parts if there are any difference):
04.jpg- select the amulet and select the edit mode:
05.jpg- do some magic (The same steps as I've written here somewhere, search for 'proportional edit falloff'):
06.jpg- OTIONAL C: Weighpaint the Amulet with bone weight copy, select first the amulet then the body (right click, shift+right click) then:
07.jpg- OTIONAL C: use this settings in the popup:
08.jpg- delete the body now, so that only the amulet is left
- Now import a the skeleton (found in ...meshes\characters\_male\Skeleton.nif (if you use BBB make sure you got the right one), use these settings now:
09.jpg- this is how it should look now:
10.jpg- now export it to nif with these settings:
11.jpg- now everything should work, here the amulet that I made for the example pics:
adventurersamulet.nif
...
And the left nif is wrong or not clean ! Three Scene Roots and double Bip01 Neck1 and Bip01 Spine2 bone.
I don't know Blender but maybe the first Problems/Errors occur when you import the unclean nif in Blender.
Clean the nif.
the left one looks like the vanilla amulet file, the 3 scene roots etc. appear when you open the NiSkinInstance, maybe a bit confusing in this pic because you can see only "N....".
cheers.
Something weird is happening with Arnoras amulet, everything seems to work but the game does not change its original mesh, and it keeps floating around the neck:


I have no idea what's the problem, with the first necklace worked fine. Making my first mod is too hard, your help is really apreciated.
Thanks in advance
Greetings.
it would be more easy to help you if we can take a look at your mesh in NifSkope ... or , put another screenshot where we can see the "Edit " settings of your nif ...
... it's the minimum i need to see ...
Did you adjust your mesh on the real body you use , maybe the race you use is scale to a smaller size than the model you used in NifSkope or Blender ... but i don't know how the Oblivion engine handles a mesh in this case ... never tried in fact.
So open NifSkope with the Skeleton you use in game ... copy branch / paste branch of the upperbody you use in game to this Skeleton on the very first node on this skeleton ( usually " Scene root " ) ... , copy branch / past branch of your amulet too ( always on the first node " Scene root " ... adjust it if needed ( right-clic on your amulet mesh ---> Transform ---> Edit ... and once adjusted , right clic once again on the Amulet, Transform ---> Apply .
Now save your nif with another name.( that's just a backup ) ... and import an animation ( .kf file ) in this nif to test this one .
To do so , click on Spell ---> Animation ---> attach KF . A new windows will " pop-up , and there choose a folder where your animation is .
Compris ? ... ;°)
Cheers.
PS .. an exemple ( exemple 01) : on this screenshot you can see the Skeleton i use in game , the full body and an " Amulet " , i just "Edtit ---> transform ---> adjusted the Z axe to - 2 , ---> edit---> transform ---Apply .
And i 've loaded ( attached a kf file ) to test if the "Amulet" is in the right place or not once moving ... in fact here , i only adjusted 3 meshes ( the lower parts ) , not the "upper parts ( the " collar" ) ... this amulet .nif uses 5 different meshes , not only one.
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Greetings.
@ KosuKosu1.
If i may ( clic d'oeil à KingKong, bien sûr ...) : i don't know if you are still working with the same Upperbody mesh , but the one you used come probably from Saaya ... DMRA version, and unfortunately there is a "little bug "there .. ( under the left breast - take a look from the " top view" inside the body - in NifSkope...).
An egde-vertice was moved by accident there so it's better to re-assign the correct coordinates ( X, Y, Z) to this mesh before any "convertion" .
This "bug" isn't so visible on a "big booted "model, but once converted to a lower size cup , it begin to be too much visible ... i'm just talking about this now ( i didn't knew you used the Saaya's DMRA mesh as base ) , a little bit later ,because i've checking your mesh for a testing purpose ( i just read a few minutes ago your topic on " how to port a Skyrim mesh from Skyrim to Oblivion in Blender" ... and i found another way ... without Blender now - thank to Gerra6 , of course ) ... so maybe you used different sources , but i don't think so ... of course i didn't checked all the Upperbody meshes from your DMRA Guts collection .
I already posted a few months ago a comment to Saaya ( to his mod BBB for BBB ) at the Nexus , but unfortunately without any reply.
Cheers.
NB: by the way , did you realyse another version ( not shared ) about the " Kosu's SF Port to Oblivion " ?
http://www.loverslab.com/topic/22328-kosus-sf-ports-to-oblivion-update-112213/
PS: unfortunately , Nephenee13 used the Saaya's mesh as base .
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I'm lucky if I can remember what I had for breakfast this morning!

Greetings.
" What " ...you had ...? You wrote " what " but i'm thinking " who" more probably ... ;°)
My thoughts are related to the nice lips showing from your personal icon ( the actual and the last one you used a few week ago ) .
Cheers.
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Greetings.
Vous n'êtes pas très " bavard "...
Une question bien posée est à moitié résolue ...
So , first i know nothing about your mod, or the meshes ( nifs files ) you use ...
Secondly, i suppose you dont have a recent Skeleton ( compatible with the BBB or Moving breast system or, there is a bug in this mesh(es) ... possible if you tried to move some part ' In NifScgope without "fixing" = Apply your modifications ) ...
Well, in other words, put there the nif file and i will wheck it ( i don't need the texture ...) it' will be more "quick" as this .
Hurry, because it's 04 AM in my country ( Belgium) ....
Cheers.
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Is that the cure, or the cause?
Hi there.
The cure.
If your male NPCs are not nude , that's because you didn't put all the "nude bodies" where they are needed or because your game wasn't updated ... that's why you need to "run "( install ) "archive invalidation "...
Check some Fejeena's post/link , she has already talk about this " Archive Invalidation " enough ...
" Fejeena for President " ! ... ;°)
Cheers.
PS : check this link , it talks about the Archive Invalidation ... probably Invalided ...
http://www.loverslab.com/topic/15185-xeo-sp/page-4#entry496940
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Kinda hard to help you when you say "anything". Give us a specific link or mod and we can check it to see if the download may be broken. Sometimes that happens.
Greetings.
Hi Gregabits . i know it's not my "turn" to answer but here another exemple of the trouble some of us got sometimes ...would you check it , please?
http://www.loverslab.com/topic/51238-sorry-we-couldnt-find-that/
So here it's not from the "regular " download section, it's just a link ( i have no problem to download something from the "regular" topics ...) .
Cheers.
PS : i use Windows7 64 bits and the "old " IE9 ( version 32 bits most of the time).
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Zut ... i just realised i've "quoted" the Myuhinny comment by accident .. perfect but i don't know what i did !
zut. .... ;°)
You pressed the button "Multiquote", selected my comment first, then myuhinny's comment, and finally pressed the button "Reply to (2) selected posts". Don't you remember?

No , not exactly , i've already posted my comment and i re-edited this one to correct a mistake ... but i wanted to reply to Myuhinny too and i suppose i "quoted" his answer before i send you the re-edited comment first ...
Anyway i 'll check your PM to learn how to "quote" something ... :°)
Cheers.
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And conversely, if I set the material property of the suit to skin, and the texture to femalefoot.dds, I get the variant of the LightGUTS body created by tbsk.

Hi , i've downloaded the file from your link ... don't goes there with your "system ... ;°) " - i'll send you the zip by PM , but there is only the meshes ans 1 esp , no textures no readme there .
Cheers.
You're too late, AF. I may have dug the grave for my PC today, but who cares? I have the outfit!
.... sorry if i'm late ... but i was reading your PM ... first ...
But , no problem now ...if for one reason on another you loose some files from your machine you would be able to take this one from your PMs now ...
Cheers.
In fact i 'm glad you found this link ( as for your english , you are better than me to find something on some "asian" sites... ) because i prefer convert from GUTs to GBEC ... then HGEC D-cup to GBEC ... tank you ! ... :°)
I see nothing wrong with the site QuiteTheTail linked and I see nothing wrong with the 4share link for the mod. Some of their creature stuff would of looked nice in oblivion.
Thank you Myuhinny , if i wrote to not go there with his machine it's for another reason , ... i didn't see anything wrong too in fact there.
And ... it's too late as written ...
Cheers.
Zut ... i just realised i've "quoted" the Myuhinny comment by accident .. perfect but i don't know what i did !
zut. .... ;°)
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And conversely, if I set the material property of the suit to skin, and the texture to femalefoot.dds, I get the variant of the LightGUTS body created by tbsk.

Hi , i've downloaded the file from your link ... don't goes there with your "system ... ;°) " - i'll send you the zip by PM , but there is only the meshes ans 1 esp , no textures no readme there .
Cheers.
PS : Sent. ( + a screenshot of the URL and the MD5 code / Checksum ...)
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Hi there.
Cylinder.000.00 ... of course not , i wrote Cylinder.002.00 .
Take a look at the meshes from Brideyna's Fetich mod ... the four Letters are there ( is there ... because the "4 " letters is only one mesh and not four ... )
It's easy to miss it because the Brideyna's model use the same metal texture ... not me , here a screenshot
of one of the 3 models i use ( custom colors ).
I f i remember well , if you move these meshes ( they are not set to zero , i don't remember, i must check the original ) to adjust them to your outfir don't " Apply " ... it's one exception ... because the original meshes weren't well exported ( probably) ....
Cheers.
PS : the picture 3 is from the model i've posted ... your forgot to copy Branch /past branch of the mesh with the letters.
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Are there any working mods to hide helmets? I've found several, but none of them seem to be working correctly.
Salut ...
http://www.loverslab.com/topic/955-is-there-a-mod-that-and-requests-thread/page-92#entry1111447
Sugar ?
Cheers.
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Greetings.
Yes the clothes look like some based on the DukeCity's mod ( and from " Hepsy" too ) ... and maybe the "appartment too but with a custom texture ( these ones aren't in the Dukecity native folders ).
Cheers.
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"Is there a mod that...." and Requests Thread
in Oblivion General Discussion
Posted
Greetings.
Hy Myuhinny.
I've no checked all the points of this SPB's new mod , but i'm glad she didn't used her "legs " ( i really don't like them , especially from the " rear view / back side "... horrible ...but that's just my point of view ...strange choice for someone who already made so many different bodies ...) .
Anyway , the most important point is to see a new shared ( publicly ) mod from her, of course .
Cheers.