Some weird issues in meshes from Korana's modders resources.

Post » Fri Jun 03, 2016 9:21 pm

Korana's got some great mods and I've found a few different things in her modders' resources that I have incorporated or want to incorporate into the housemod I am working on. It's the first mod I've ever done and I'm really going all out! However, I've had some problems with a few of the meshes from her resources I've downloaded, and I'm hoping that someone can help me out here. I posted a similar post on the Nexus page for her complete mod collection, but the last post there was in 2015, so I'm gonna post it here too, cuz these issues are really boggling me, and I only recently realized that they all come from Korana's mods, and that makes it even more boggling to me.



One issue is from the Time for Tea mod. I have some of the Tea Biscuits set out in stacks on a platter as part of a spread I have in the parlor, but when you load up the CS, most of the biscuits in the stacks will be gone, leaving only about five or so each time. I went ingame once after this happened and the biscuits were still there, but they disappeared the next time I loaded, and every time since that I have tested this, they have disappeared ingame as well. It doesn't seem to happen unless I specifically stack some on top of others. I was able to get some pics of this. In the first one, you can see the spread they are a part of, and how they are stacked: http://i.imgur.com/csWUHrf.pngand in this zoomed in one you can see afterward how some have disappeared: http://i.imgur.com/NXfOgdz.png



Another is from the Sanitary Conditions mod. The door on the outhouse seems to almost always be out of position when you first load up the CS by a drastic difference. When you locate it and attempt to move it, it will snap back to the actual grid coordinates you had last set it at and saved. Also sometimes it appears in the correct place but as soon as you attempt to move it, it teleports an equally drastic distance in the CS. It appears to always be in the correct place ingame however. I was unable to get a screenshot of this as it doesn't do it all the time.



The last one is a similar problem to the above, but not as bad and actually somewhat manageable. It is with the Better Looking Liquor, Vials and Drugs mod. I was using a modified version of the better Skooma pipe mesh as a centerpiece in my skooma den, scaled up and with three hoses. It looks so great! But it is a bit off in its initial grid coordinates when you first load the CS, like the outhouse door, and snaps into the actual grid coordinates as soon as you move it. But unlike the outhouse door, it always appears ingame in the off coordinates. However, it's not by much, and in this case it is pretty easy to offset its position to compensate so it appears in the correct position when ingame. I got some screenshots of this, the first showing the off position that it appears as ingame: http://i.imgur.com/YJtviFQ.pngand this one showing the position it teleports to as soon as you try to move it: http://i.imgur.com/7AzXlzq.png and note that if you move it after this and then ctrl+z it goes to the coordinates in the second picture, not the first, even though it appeared previously to be in the coordinates in the first picture.



Anyway, hope someone can help me figure this out. My housemod is almost done, so if you anyone is interested in seeing more of it, it will hopefully be done soon, and for now if you haven't seen the link in the "Show us what you are working on" topic you can check out the progress gallery I've been keeping here: http://imgur.com/a/YmRlT%C2%A0. (note: for some reason that hyperlink is adding a space to the end that makes it not work, and it's not letting me delete it. so just delete the space in the address bar after you click it.)

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Jade
 
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Post » Fri Jun 03, 2016 4:39 pm

The problem is due to all of Korana's models being bloated with NiKeyframeController and NiKeyframeData nodes. Both the CS and MWs engine are trying to animate these things, when they are really just statics.



Here are the 3 items you wanted. The door may need to be repositioned in your mod, I removed the translation on the root node.



https://www.dropbox.com/s/8pgmv8xjuoag2tc/KO_Bisquit.nif?dl=0, https://www.dropbox.com/s/xrnpcxjznx97tha/KO_outhouse_door.NIF?dl=0, https://www.dropbox.com/s/fn8yvexkjp64sok/Apparatus_A_Spipe_01.nif?dl=0



To do this yourself, you will need NifSkope.


1. Start NifSkope and select the model file (.nif)


2. Click Menu option "Spells" => "Block" => "Remove by ID"


3. Type in ^NiKey


4. Now the model should have been cleaned of all the NiKeyframeContoller and NiKeyframeData nodes.


5. Save file.

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Tarka
 
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Post » Fri Jun 03, 2016 6:03 pm

The hookah and outhouse door work great! Thank you so much! I see exactly what you mean in the difference between the outhouse door meshes. I never would have figured that out on my own, I didn't know those nodes could cause such a problem. And since I already modified the mesh for the hookah, I took the steps you said on that and it worked! Well, it solved that issue at least. It was a bit more work from there to get it to 100%. But it definitely looks great now: http://i.imgur.com/KCOXDBv.png



But I take it the fix for the biscuits is something different? So I know in the future, could you explain what the intended purpose of the added nodes are? And unfortunately whatever they are intended to do specifically, it seems that the biscuits still do not work. They did appear ingame and were counted in the cell object count for longer than the original mesh did after they disappeared in the CS, but eventually they disappeared altogether as well. It's very strange....

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katie TWAVA
 
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Post » Fri Jun 03, 2016 5:14 pm

Try this now, I made a few extra changes to the https://www.dropbox.com/s/8pgmv8xjuoag2tc/KO_Bisquit.nif?dl=0.



NiKeyframe nodes are intended for animated models.There are 2 types of animated models; A)Bone (skeleton) models and B)contantly moving models. I'm not going to go into great detail here but a good example of an animated bone model is any of the banners (meshes\f\act_banner_vos.nif). Sotha's gears are a nice example of the constantly moving model (meshes\i\act_sotha_gear02.nif). The bone models need 3 files: model.nif, xmodel.nif, and xmodel.kf. The constantly moving models do not need those extra files.



But just remember, if the model does not move, or change in any way, then its ok to remove the NiKeyframe nodes.

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k a t e
 
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Post » Fri Jun 03, 2016 5:35 pm

Thanks, but I was actually referring to the added nodes in the biscuit. The NiZBufferProperty and the other one. I'm pretty sure I understand mostly about the animated nodes now. I've actually already encountered and figured out the "xmodel".nif and "xmodel".kf thing when first was trying to modify the display case from Stuporstar's Tea Mod, and the changes I was making in the "model".nif file weren't appearing to change it at all. Figured out you have to make the same changes to the "xmodel".nif file.



But anyway yeah, I'll try out that second biscuit nif and report back.

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Angelina Mayo
 
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Post » Sat Jun 04, 2016 3:07 am

That's true - for animated meshes (mostly creatures in the vanilla game, but also banners and a few more) the model.nif is used for reference, but in the game, the object is composed of the xmodel.kf (animation) and the xmodel.nif (geometry), so changing the model.nif has no effect in the game.

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kitten maciver
 
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Post » Fri Jun 03, 2016 3:01 pm

oh, so are you saying you don't even have to edit the "model".nif file, just the "xmodel".nif file? i've been editing both. probably still will, just for consistency. unless i'm mistaken in what you mean.



also, i take that since the NiKey nodes were extraneous on the outhouse door and causing problems, that door animations are programmed differently, in that they just work like they are supposed to simply by virtue of being a door?

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Hot
 
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Post » Fri Jun 03, 2016 9:02 pm

Exactly... like for example the creature replacers I have done together with PeterBitt (http://www.nexusmods.com/morrowind/mods/43620/, http://www.nexusmods.com/morrowind/mods/43925/?, and http://www.nexusmods.com/morrowind/mods/44314/?). They all only include the xmodel.nif because we only edited the geometry, but kept the animations from the vanilla creatures. The optional creeper mesh from the scamp replacer is an exception, but the xmodel.kf is the same as the one from the vanilla scamp and we could have just taken the scamp_fetch.nif from the vanilla one as well for the model.nif, but for consistency I copied the mesh into it, even though this would not have been necessary. But we needed a model.nif to give him a unique mesh, one way or the other, even though the only thing that is really different from the vanilla one is the xmodel.nif

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Alexander Lee
 
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Post » Sat Jun 04, 2016 2:10 am

Interesting.

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Natalie J Webster
 
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Post » Sat Jun 04, 2016 6:59 am

The first one is obvious; biscuits disappear because someone ate them. Duh.

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Karine laverre
 
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Post » Fri Jun 03, 2016 4:20 pm

uh oh, i have Biscuit Gnomes in my housemod!

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Pixie
 
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Post » Fri Jun 03, 2016 11:13 pm

Hmmm... just got around to trying this one out and it still disappears as well... at this point I guess I might as well just not stack it. If I don't stack it, they don't disappear. It looks so much better in stacks than just one layer sitting there though. *sigh*



Edit: Ah, but I think I pinpointed when they disappear though, although I don't know if this is relevant information and/or already known to everyone but me, but it seems that they are always not there in the CS after you place them, save, close out and open back up again. However, at this point, they still are counted in the cell objects and still appear ingame. But, if you save in the CS and exit, then they will disappear ingame, and no longer be counted among the cell object count when you open the CS again. So they could be functional for release stacked if people never open up the mod in the CS and change anything and save it. But lol that's gonna happen.

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Celestine Stardust
 
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