stretched meshes?

Post » Thu May 03, 2012 8:23 pm

well, I've seen some stuff streching to infinite distance from some goblins and clannfears heads...


anyone knows what gives?







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Danel
 
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Post » Fri May 04, 2012 12:45 am

It's a known issue with the updated UOP.
Delete the skeleton.nif in the Meshes\Creatures\Clannfear and Goblins folders.
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Rusty Billiot
 
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Post » Thu May 03, 2012 5:16 pm

thank you very much!
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Kristian Perez
 
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Post » Fri May 04, 2012 4:58 am

I've seen it with Deadroth as well with MMM.
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KIng James
 
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Post » Thu May 03, 2012 4:29 pm

yep, seems to happen to clannfear and daedroth.

now that I think of it, I guess my goblins are fine and I THOUGHT they were messed up because they were near clannfears so I couldn't tell where the problem was.
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lilmissparty
 
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Post » Fri May 04, 2012 2:53 am

Yes, it appears the bits of mesh stick to stuff.
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Dark Mogul
 
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Post » Thu May 03, 2012 7:10 pm

what a world... now even the UOP causes bugs! I thought that was supposed to be Bethesda's expertise :P
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teeny
 
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Post » Thu May 03, 2012 2:06 pm

It's not the UOP, it's changes to the UOP skeleton that aren't replicated in MMM - if you delete the skeleton you will find the same bug in the Vanilla creatures.

Yes, I forgot to say - you need to delete the vanilla clanfear and deadroth meshes the UOP added as well as the skeleton.

What was that change meant to fix, anyway?
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Laura Elizabeth
 
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Post » Fri May 04, 2012 12:52 am

This is what happens when some bones the vertices of a mesh were rigged to aren't present in the skeleton currently used by the actor or creature. You get this when a beast race NPC has a tail-less skeleton assigned in the CS for example, or when you installed some BBB mods and later some custom race with its own character skeleton "without" BBB bones support. The tail's/B's vertices don't know what to stick to anymore and fly off into infinity, stretching their polygones along with them.

It's all about "always" using the proper skeletons the meshes require, or this will happen.
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sam smith
 
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Post » Fri May 04, 2012 2:02 am

this is what you get for bringing DOA to Oblivion :P
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casey macmillan
 
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Post » Thu May 03, 2012 3:08 pm

this is what you get for bringing DOA to Oblivion :tongue:

I believe you are mosting in "subscript", it's making the font tiny.
This is what happens when some bones the vertices of a mesh were rigged to aren't present in the skeleton currently used by the actor or creature. You get this when a beast race NPC has a tail-less skeleton assigned in the CS for example, or when you installed some BBB mods and later some custom race with its own character skeleton "without" BBB bones support. The tail's/B's vertices don't know what to stick to anymore and fly off into infinity, stretching their polygones along with them.

It's all about "always" using the proper skeletons the meshes require, or this will happen.

How is this revelent to the changes made by the UOP? The skeleton was altered for some reason, but it is not apparent why.

this is what you get for bringing DOA to Oblivion :tongue:

I believe you are posting "superscript" it is making you font tiny.

Like this. See.
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hannah sillery
 
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Post » Fri May 04, 2012 5:14 am

yeah sorry, it happens when I write in a different window and then copypaste :D
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Portions
 
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