dovapix

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  1. After a lot of test i think that i can confirmed that the light flicker or pulse FX will never work with magic effect, it's have to be hard coded on the torch or else the magic effect form is not supporting light FX for performance considerations. Last hope to get it working is to make some nifskope voodoo and use a ring nif and replace every nodes with the torch nodes and see if i can fool the game engine this way. Technically if using the ring nif with the torch nif nodes in a body slot then equipping the lantern should trigger the torch light with working flickering fx. If this does not work than my last choice will be to just replace the torch with my lantern mesh and fit it to the hand holding torch position since this way flickering will work. For some it might sound like i am desperate to get a trivial FX to work but i will make a video with lantern with flickering FX and one without it and you will quickly see how immersion get broken without.
  2. Just got a new problem that occurred after a few more test the light flickering FX simply stop working and even re starting the game and re installing the mod did not fix it. So far i only had problem with the magic effect that include a light(candlelight) but if i use the torch it work flawlessly so maybe something is conflicting, at first i thought it could be the glass from the lantern since it's enclosing the light source but it's change nothing! I will try to put a candle with associated light and see if i can get it to work or else i think there is no other mesh that have a light in it but i could be wrong. Someone on another forum mention the possibility to avoid loading the arm holding torch pose but he probably was referring to do it via script and i want my mod to be without script. I got another full day to do test so let's hope i will fix these issues.
  3. OK thing are going much better after a day of testing, now i can equip the new lantern on the back of the player via body slot and i understand how to add light to object via magic effect and i have flickering light FX that work hurrayyyyyyyy! The only thing left to do will be giving choice of various light intensity like low,medium,high via spellbook but i never did this before so i will have to Google it tomorrow. I will not include a fuel gauge since it would imply a script and i want most of my mod without them for simplicity and reliability.
  4. Not much success so far, not able to find a way to equip the lantern on the character, what is needed is a way to make the lantern appear on back of player via keyboard command.
  5. Hi Imstearn, I am currently analyzing how some of the lantern mods were done and will probably do some testing but i think using a torch duplicate will not work since the player will have the holding torch pose and that why some mods just made the player using the torch holding pose to fit with a lantern. The approach with armor slots seem to be the best choice to do it but i will investigate a little more today.
  6. Thank Amstearn, I already saw all these links but thank anyway. Maybe there is no need for a script at all since i was thinking of using a duplicate of the torch in weapon and replace the torch mesh with my custom lantern preferably in the back of the player and then moving it to the correct location. Problem is i think that the hand of the player will be displaying the hold torch pose?
  7. Anyone can at least point me in the right direction?
  8. Hi guy's, I just finished a 3D lantern model that i want to use like in the quick light mod here : http://www.nexusmods.com/skyrim/mods/73473/? I have a fair knowledge of modding with nifskope and the CK but i have only basic knowledge of scripting so i download the mod to see how it was setup and i decompile both pex to psc so i can read them in notepad++. One script was the mcm part that go with skse and as we recently learn that it will be indefinitely reported so i am trying to make mods working without skse. What i want is the player to be able to equip a lantern on his belt and to be able to have an on and off switch via keyboard keys. If someone can help with this scripting task you will be author like me in the credits. Please don't ask me to use wearable lantern since it make face too dark and it use armor equipment slots.
  9. Hi guy's, I can confirm that 3ds max 2016 with the figment nif plugin 3.80 can export bones perfectly.
  10. Only a few close to 20 or 30 i would say and i didn't notice any frame drop. The other tutorial mention he was having 33 bones in his own tree without any performance lost. Also if any performance issues were to show in later test i still have room for optimization on 2 front, one on assigning only 2 bones per vertex instead of 4 and i can reduce the current tree to 938 vertices without losing too much detail.
  11. Hi guy's. Another test with 62 active bones in the BStreeNode show no performance lost at all so the next test i want to make is replacing all pine trees with the same one i have currently finish to see if performance hold the line.
  12. Hi guy's, More good news i fix the Skyrim SE problem that was related to change made by 64 bits on skin partitions also 3ds max 2016 was use with nif plugins from figment 3.8 and Nifskope 2.0 so there is no need to use older versions to make this work. If i have time i will upload a video of my tree on my channel today.
  13. OK just did a few test in Skyrim SE and the rotation axis is wrong instead of swaying the tip of the tree like in Skyrim regular edition it rotate the branch on it local axis so Skyrim SE must have change something regarding animations or bones rig setup. I will rebuild the whole tree in Nifskope latest edition and see if it fix the problem.
  14. Hi Hana, Nothing more satisfying than a good fight with Nifskope and winning over it! I sweat for a complete week doing gazillions of test until i found the correct way to setup the bones rig so the bones were exporting correctly and by playing with a few bones i found out i could use a few bones from what would be the upper trunk rig and make them behave as branches to get that nice swaying of tip of trees that was cruelly braking immersion when looking at trees. That one small victory and later on i am also planning to find a quicker and easier way to import custom rig animations for static in Skyrim.
  15. OK i finally managed to make it work with a completely new custom tree with custom skeleton and the result is amazing! I will make a video tutorial showing the process from start to finish and with the new bones rig the trees look amazing since including some top bones in the BStreeNode make the tree sway realistically like in real life. The process is very short and easy to do in Nifskope, once you have your tree and bones rig ready it take about 5 min to setup each trees. So i think after my video tutorial is done we are going to see a lot more trees variety nicely animated.