Objects In A Mod Clipping?

Post » Wed Oct 20, 2010 3:13 am

Alright, so I downloaded Fran's mod, and I find that one of the coolest armors in the mod (the Dark Paladin armor, aka Sauron's armor by cultbrain) is clipping right through my charachter's face, completely ruining the look of the armour.

Now, I know that this isn't something it has to do--the NPC from which I scavenged the armor from wore it just fine!

So, what are the causes/fixe of a clipping problem like this?

Is it interacting badly with a mod I also have downloaded? (I would doubt this, because it seems strange, but who knows?) Is there some easy (or hard) fix for it? Or am I stuck with what I have? I do know for a fact that it wasn;t designed nor implmented with a helmet halfway through the player's head, and I'm sure there is a way to solve it, but I am pretty new to modding oblivion.

Any help is appreciated!
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Wed Oct 20, 2010 4:35 am

A mod list would be useful for known incompatabilities.

As I don't actually use Frans (yet) I cannot help tho.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Tue Oct 19, 2010 4:51 pm

Okay, I'm really sorry, but I'm super new to modding Oblivion.

I imagine that this is an incompatibility, caused by one of the mods I have (all the official ones, Frans, Quest Award Leveler, the Unofficial patches and Darni's UI).

Now, I have downloaded Wyre Bash because I heard it helped to solve such incompatibilities, but even after reading ALL the stickies and such, I don't really know how to use it. I suppose what I'm after is a LOT of help, but a that would stretch the kindness of strangers far to much, what do I need to do in Bash to check for and solve such things? I mean in terms of "Right Click on X," because, as I said, I don't even understand the interface.

I hope this is something that can be solved by Bash, and any help is greatly appreciated! :)

tl;dr: How do I use Bash in language that someone who is new to the program can understand?
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Wed Oct 20, 2010 12:53 am

Clipping issue is all about meshes, doesn't have anything with plugins. If you upload a screenshot about clipping, maybe someone can find out.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Wed Oct 20, 2010 3:09 am

Ok, here's a screencap.

http://img40.imageshack.us/i/oblivion201003162302375.png/

I'm pretty sure that it is a problem with the mesh, (Thanks to the previous poster for the suggestion), and I know it afflicts males of all races. It did not, as I have said, afflict the npc.

If I need to do something drastic to fix this, I'm certainly willing to learn! As in, do I need to download software to edit the mesh? Where? How? All I think I need to do is change the position of the helm just slightly...

As an aside, I tried opening the file in the construction set, and could only find the default .esm stuff. I already used bash to set the version to .8, ostensibly enabling it to open Fran's esm, and it did indeed appear on the list of data files, however, I was unable to access any of Fran's files.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Tue Oct 19, 2010 11:08 pm

I see. The helmet was not conformulated. I checked Sauron's Armor, and it has no .egm file for helmet. To solve this problem, you need to use http://www.tesnexus.com/downloads/file.php?id=9360 to generate .egm file. That will make the helmet fit to your head(Note: If you conformulate helmet for human head mesh, it may clip through orc or beast head meshes)
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Tue Oct 19, 2010 8:39 pm

Thank you so much!

I'm not exactly sure how to use this conformulator thing, but you were a HUGE help! Much better than I expected, to be frank.

:D Millions of kudos to you.
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Tue Oct 19, 2010 7:10 pm

Okay, I've downloaded th Conformulator, and I have no idea how to use it.

I can't find the needed files the browse menu--I get as far as C:\Program Files (x86)\Steam\steamapps\common\oblivion\

From there, I can't seem to find anything related to Fran's mod aside from a folder that goes nowhere (I assume this is because I'm looking for .tri files). As an experiment, I looked in the oblivion\data and found a list of things that looked promising, including meshes, and beneath that armor, then a dead end under each armor type.

Even if I could find the file, I'd be at a loss for what to do with it--the instructions and thread for the Conformulator assume a more extensive knowledge base than I have.

I assume that the file for the helm goes in the "Hair" slot, and I do not know what I am looking for for the head slot.

Any help would be greatly appreciated, and hopefully I'd learn enough that I won't have to ask again!
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Wed Oct 20, 2010 2:30 am

After some playing around, I think the files are in Frans mod's .esm file in C:\Program Files (x86)\Steam\steamapps\common\oblivion\Data, but I do not know how to get the .nif (It is a .nif, right?) file from there.

I still have no idea about the head file I need.
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Wed Oct 20, 2010 1:29 am

Ok, here's a screencap.

http://img40.imageshack.us/i/oblivion201003162302375.png/


Isn't it supposed to cover the whole head? It looks like its in the 'hair' slot instead of the 'head' slot.
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Tue Oct 19, 2010 11:53 pm

After some playing around, I think the files are in Frans mod's .esm file in C:\Program Files (x86)\Steam\steamapps\common\oblivion\Data, but I do not know how to get the .nif (It is a .nif, right?) file from there.

I still have no idea about the head file I need.

Not quite... close but nope; the nif file for the helm would be in the fran optional new item bsa (by default named 'FraNewItems.bsa') in the data files.
The head file you (would) want would be in the oblivion - meshes.bsa under meshes/characters/imperial/head.nif (IIRC).
However as Hel Borne said I aggree that the pic looks like a fullhelm set as hair... so I investigated (seeing as I have fran's installed, and haven't actually run into that particular piece of armour) and yes that is the case - which is even easier to fix; just make a patch esp... however since I run Fran and will (presumably) eventually run into that helm I want it fixed for me... so I fixed it and http://www.4shared.com/file/243616277/5342de8a/PMFranDarkPaladinHelmFix.html - just load after Frans New Items Addon.esm (and into the BOSS Masterlist it goes).
Pacific Morrowind
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Tue Oct 19, 2010 9:12 pm

Isn't it supposed to cover the whole head? It looks like its in the 'hair' slot instead of the 'head' slot.


Then head will disappear when you wear the helm. Well, if it suppose to cover the whole head(without showing anything), it doesn't matter.
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Wed Oct 20, 2010 1:16 am

What Hel borne said. 2nd'ed.

Then head will disappear when you wear the helm. Well, if it suppose to cover the whole head(without showing anything), it doesn't atter.

It will matter.

the helmet, in this case was probably not modelled so that the head really fits inside the helmet.- it was designed so that it covers the whole head, and uses both the hair and head slots. at least cultbrains original mod did/does.

the egms from the conformulator will not alter the helmet so as the helmet fits around the head no matter what. what it will do is morph the helmets shape slightly, totally in relation to the facegen parameters that is on that particular head. if the helmet doesn't really fit the head mesh in the first place, it'll still clip. and even then you have to line you geometry up with the geometry on the vanilla head to get best results, and/or give it a little room for error.

the helmet is rigged. therefore egms will be of no use according to scanti.

rendering the head underneath the helmet is just wasting resources.

Creating an egm probably takes longer, is more prone to not be the total fix ie fat heads and beasts, and will take testing, rather than opening the esp/esm in the cs and and ticking the head slot in the helmet entry.

the conformulator is obviously causing the op confusion.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am


Return to IV - Oblivion