Messed Up Meshes

Post » Mon Dec 13, 2010 10:44 pm

So im having a small problem and cant pin point the mod that adds these robes and why they do this. Certain mage NPCs that are wearing robes have screwed up meshes. The meshes dont only make the robes look weird but they add weird lines across my entire screen. I know its the robe because when I kill the NPC and loot the robe, the mesh problem goes away. Monk robe - Brown was the name of the robe on the npc in the screenshots.

Heres some screenshots to better explain:
http://i425.photobucket.com/albums/pp331/NYankeekid/Oblivion2010-03-2113-02-51-50.jpg
http://i425.photobucket.com/albums/pp331/NYankeekid/Oblivion2010-03-2113-23-56-56.jpg
http://i425.photobucket.com/albums/pp331/NYankeekid/Oblivion2010-03-2113-02-59-43.jpg
http://i425.photobucket.com/albums/pp331/NYankeekid/Oblivion2010-03-2113-05-11-82.jpg
http://i425.photobucket.com/albums/pp331/NYankeekid/Oblivion2010-03-2113-23-35-60.jpg

Oh also, based on my mod list can anyone tell me which mod im using that makes it so I cant run backwards very fast anymore? Its starting to get annoying but I cant remember which mod does that.


Active Mod Files:00  Oblivion.esm01  underdark.esm02  You Are Here.esm03  Natural Interiors.esm  [Version 0.9.5]04  EnhancedWeather.esm  [Version 1.3.5]05  All Natural Base.esm  [Version 0.9.8]06  Francesco's Leveled Creatures-Items Mod.esm07  Francesco's Optional New Items Add-On.esm08  Cobl Main.esm  [Version 1.72]09  Qarls_Harvest.esm0A  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0B  Mart's Monster Mod.esm  [Version 3.7b3p3]0C  Enhanced Daedric Invasion.esm0D  CyrodiilUpgradeResourcePack.esm0E  TamrielTravellers.esm  [Version 1.39c]0F  FCOM_Convergence.esm  [Version 0.9.9MB3]10  Armamentarium.esm  [Version 1.35]11  Artifacts.esm12  Kvatch Rebuilt.esm13  Better Cities Resources.esm14  Progress.esm  [Version 2.2]15  TRoN.esp16  Unofficial Oblivion Patch.esp  [Version 3.2.4]17  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]18  Oblivion Citadel Door Fix.esp19  DLCShiveringIsles.esp**  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp++  MOBS SI.esp  [Version 1.2.2a]1A  Better Cities .esp1B  Francesco's Optional Chance of Stronger Bosses.esp1C  Francesco's Optional Chance of Stronger Enemies.esp1D  Francesco's Optional Chance of More Enemies.esp1E  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1F  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]20  Fran Armor Add-on.esp21  Fran_Lv30Item_Maltz.esp22  EnhancedWeather.esp  [Version 1.3.5]++  EnhancedWeather - 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Additional Enemy NPC Vars.esp  [Version 3.7b3p3]41  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]42  FCOM_RealSwords.esp  [Version 0.9.9]43  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]44  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]4B  TamrielTravellers4OOO.esp  [Version 1.39c]4C  TamrielTravellersItemsnpc.esp  [Version 1.39c]4D  TamrielTravellersItemsCobl.esp  [Version 1.39c]4E  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  Mart's Monster Mod - 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User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Mon Dec 13, 2010 4:28 pm

the problem is very likely the rigging on the mesh is fubared. don't know why. Only thing to do is have someone who knows how to deal with this to take a look at the nif. You could try opening the nif in nifskope and running the make all skin partitions spell. But I dunno if that would help. probably not. :shrug:
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Dan Scott
 
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Joined: Sun Nov 11, 2007 3:45 am

Post » Tue Dec 14, 2010 12:23 am

You have FormFinder in your load list.
You can find out exactly which mod adds the robe.
My guess though:

36 Slof's Oblivion Robe Trader.esp
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Isabell Hoffmann
 
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Joined: Wed Apr 18, 2007 11:34 pm

Post » Mon Dec 13, 2010 2:42 pm

You have FormFinder in your load list.
You can find out exactly which mod adds the robe.
My guess though:

36 Slof's Oblivion Robe Trader.esp


I used formfinder, take a look at this screenshot http://i425.photobucket.com/albums/pp331/NYankeekid/Oblivion2010-03-2113-23-56-56.jpg it says its from oblivion.esm ><
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Maddy Paul
 
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Post » Tue Dec 14, 2010 6:38 am

I'm sorry but that's not totally right. Take a look at the paths listed below that. "asrobetrader" means it's from Slof's Oblivion Robe Trader.
Because this is a "replacer"-type mod, replacing items in the original game (Oblivion.esm), this tool will always report them belonging to "Oblivion.esm".

And I'm sorry Ghogiel, but Slof's robe meshes are totally fine from the rigging side. The thing is just she used the tail bones to rig some vertices to so they move from side to side when walking. Now most NPCs don't use the "skeletonbeast.nif" of course, and that's why Slof replaced the "skeleton.nif" with one including the tail bones.
Now if by any means this "meshes/characters/_male/skeleton.nif" was overwritten by some other mod afterwards, the robes will be rigged to bones which aren't there. It's the same for mod-added beast NPCs where the modder forgot to select the beast skeleton for them, the tails shoot into infinity as there's nothing present they could stick to anymore.

OP: Make sure you're using the "skeleton.nif" coming with Slof's Oblivion Robe Trader or reinstall it. If you installed a custom race with its own custom skeleton or any other skeleton replacement, simply go ahead and create a copy of your "skeletonbeast.nif" and rename it to replace "skeleton.nif". It shouldn't break anything. I was doing the same for ages just to prevent any possible issues. It will just enable Slof's robes to be used on any NPC, if beast or not.
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Stephani Silva
 
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Post » Mon Dec 13, 2010 11:47 pm

And I'm sorry Ghogiel, but Slof's robe meshes are totally fine from the rigging side. The thing is just she used the tail bones to rig some vertices to so they move from side to side when walking.

The rigging is still fubared. thanks to you, I just know why now. :)
User avatar
C.L.U.T.C.H
 
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Joined: Tue Aug 14, 2007 6:23 pm

Post » Mon Dec 13, 2010 8:39 pm

OP: Make sure you're using the "skeleton.nif" coming with Slof's Oblivion Robe Trader or reinstall it. If you installed a custom race with its own custom skeleton or any other skeleton replacement, simply go ahead and create a copy of your "skeletonbeast.nif" and rename it to replace "skeleton.nif". It shouldn't break anything. I was doing the same for ages just to prevent any possible issues. It will just enable Slof's robes to be used on any NPC, if beast or not.

Thank you so much for this info Drake the Dragon. I too had this problem and it was very irksome to me. Thanks again.
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Queen of Spades
 
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Post » Mon Dec 13, 2010 10:50 pm

OP: Make sure you're using the "skeleton.nif" coming with Slof's Oblivion Robe Trader or reinstall it. If you installed a custom race with its own custom skeleton or any other skeleton replacement, simply go ahead and create a copy of your "skeletonbeast.nif" and rename it to replace "skeleton.nif". It shouldn't break anything. I was doing the same for ages just to prevent any possible issues. It will just enable Slof's robes to be used on any NPC, if beast or not.

An alternate fix is to use Wrye Bash (I think I added this feature in 276) and include in the bashed patch the 'NPC Tweaker' -> 'Vanilla Beast Skeleton Tweaker' - will make all NPCs that use the vanilla skeleton switch over to using the beast skeleton... good for a few issues (though copying skeletonbeast over skeleton.nif will do the same thing basically).
Pacific Morrowind
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rolanda h
 
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Post » Mon Dec 13, 2010 11:33 pm

Oh also, based on my mod list can anyone tell me which mod im using that makes it so I cant run backwards very fast anymore? Its starting to get annoying but I cant remember which mod does that.

OOO Full reduces your backwards running speed. I believe that the MOBS combat settings mod double this effect, putting you in slow motion.

Corepc may have released a newer version of the combat settings mod that doesn't have the reduced speed, check TESNexus for alternate versions.
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Sarah Unwin
 
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Post » Tue Dec 14, 2010 12:24 am

Yep, there is a optionial combet settings without no running backwards in the MOBS thread..

But if Frans Mobs is activated so is this feature..my version would not help, only reinstalling frans without mobs would..

http://www.gamesas.com/index.php?showtopic=1059765
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Tamara Dost
 
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