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Padme4000

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51 comments

  1. DaenathSakandar
    DaenathSakandar
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    Hi Padme4000,
    I have noticed that your Blender plugin seem to have some kind of "force on the top on N-panel" feature that messes badly with any attempt to sort the N-panel with free tools like Simple Tabs...would be possible to either remove that 'force on the top' or make it deactivable? 🤔
    1. Padme4000
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      It isn't at the top in my blender so not sure what is happening there. But I use the plugin serpens to help build my plugins, for the UI interface so not sure if that is causing it. And if it is, it is not something I can fix then sorry.
    2. DaenathSakandar
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      Ok, no prob!
      I have seen you have added a new Normal fixing plugin meant for 4.1 and later...that's amazing 🤩 ...thank you!!! 😊👍
  2. Kimer1990
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    Hi! I apologize that my question is not really mod related, but it didn't work to write a private message on nexus.

    I wanted to slightly edit the starting model of paladin armor by removing everything from it except the belt and tabard and add them to other armor. But when importing the edited model with Toolkit, an error appears (first screenshot). Also sometimes after editing meshes and importing another error appears (second screenshot). Could you please explain what this is related to and how it can be fixed?

    Spoiler:  
    Show
    1. Padme4000
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      I have DMs turned off sorry.

      I don't work on the toolkit. But first image can probably be avoided if using the gr2 plugin for blender. As that means your mesh has non manifold geometry and the plugin doesn't throw errors for that. Like lslib gets that on meshes never edited as well. It is when geometry is a line rather than a triangle in the UV normally.

      The second image I am sorry but I have 0 clue about. 
    2. Kimer1990
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      Thank you so much for your answer!
    3. Kimer1990
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      Your advice helped! But there is a new problem, when exporting the model, the cloth physics mesh breaks. And it happens even if I don't edit the model, but immediately after importing it into blender I export it back.
    4. Padme4000
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      Sadly that is pretty normal without editing, and even with editing it won't get back to what the physics were like in the vanilla mesh. You will want to follow the physics part of the bg3 wiki here
    5. Kimer1990
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      Oh, I didn't realize it worked like that. Thanks again for your help!
    6. Kimer1990
      Kimer1990
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      Thank you so much for your help and links! With them I was able to make the perfect armor for my new walkthrough.
           
    7. Padme4000
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      So glad they were of help! It looks great congrats
    8. luperina
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      post that one as a mod, it's really pretty!
  3. Nickofthelantern
    Nickofthelantern
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    Hello there! Can anyone help me out? I always get the issue as above. Thanks!
    1. spiceprincess
      spiceprincess
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      I'm getting the same error and I'm sad your comment didn't get a reply. Did you ever find a fix for it? 
      I did some digging and found the answer! It's because you can't create LODs while in Edit Mode. If you set the "object interaction mode" (in the top left corner) to Object it should work! 
  4. MattC
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    Hi
    I'm having an issue with the LOD addons where when I try to add more than one LOD it fails to export with those two error messages:

    "Export order issue at or near object HUM_MS_ARM_Gloves_Metal_A_Mesh_LOD2"
    "Make sure that your export orders are consecutive (1, 2, ...) and there are no gaps in export order numbers"

    The order seems correct on Blender though

    What am I doing wrong ?
    1. Padme4000
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      Hi my lod plugin doesn't touch the load order. That error usually means the load order from the gr2 plugin isn't consecutive. You need to edit that in the object data tab (the orange square) starting with number 1 and going up on lod 0s and then lod 1 and so on
    2. MattC
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      That worked! Thank you very much!
    3. Padme4000
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      No problem glad I could help
    4. hellgeist
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      All it took was for someone to say "the orange square'" and suddenly hours of confusion disappeared at once. Thank you!
    5. OwlDream
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      Thank you very much for this information. My modding noob is getting smarter and happier <3
  5. AkElka
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    Hello, Padme firstly I want to say thank u for your addons and templates.

    But I encounter an issue with dragonborn heads - they flips by X and it is not becouse of "flip Sceleton by X" export button.
    You could see it here in first 10 sec of my Youtube video , it's a bit unsettling, couse originally I sculpted and textured most details on right part of mug but I appeared on the left, animations works fine though .

    Do you know what might couse that essue ad how to fix it? Mb I missed something?( I tried flip sceleton buttton (GR2 export addon), tried flip myself as mesh, group etc -got more essues from it as expected, I could force it by hand but it will be hell of work, couse head not only mesh I prepared already). I'm currently using Blender 3.6.

    Sorry for asking here I just think you the one why might know how to help me with this "bug", couse I mostly grasped how to make the mod from your tutorials and comments in lsx
    1. Padme4000
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      Hi thank you glad they're helping.

      All meshes including heads flipping in blender is the default behaviour and generally before export you want it to be that way in order for animations to work in game, as it flips back to normal in game.

      So sadly it does mean trying to remember that it is like working on a mirror image.
    2. AkElka
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      Thank you!
  6. sailorarctic
    sailorarctic
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    I feel like I'm doing something wrong because I cannot get your addons to install in blender 4.0. Are they not compatible? Do I need to go to an older version?
    1. Padme4000
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      They should be installing fine in 4.0 as I was able to install them to 4.0 myself on my pc, though I mostly still use 3.6
    2. LoopyLooXxXx
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      Try manually putting the addon folders you downloaded from here into the addons folder of your blender directory, should be "4.0\Scripts\Addons"
      Thats how i installed them, after that check your preferences and have them enabled :)
  7. LoopyLooXxXx
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    Hey Padme! I had an idea for a addon!
    Changing the lod distance of all selected objects to 0 ! :)

    Nevermind, it exists
  8. makol1234
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    Hey, I have this weird occurance when trying to export the mesh into gr2. "Body has unassigned weight". I think the problem overall is more complex since I tried to edit Anarchic Outfit which as an ingame model is split into two - pants and shirt, and I also tried to combine it with a different body mod, resulting in 3 different armatures that I don't quite know how to combine. I hope you can help and also I just wanna say that I'm grateful for all the fantastic work you've done for the community :) 
  9. Hewaltastic
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    I am trying to create a body mod but whenever or however I export the mesh it gets all messed up like this. How can I fix it? 

    Nevermind.
  10. quad98
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    Greetings,
    Has anyone encountered the problem that after exporting to the game, part of the outfit is filled with a flat blue color? 

    I'm sorry if this is not the place where I can ask about this (apparently, this is not related to Padme's Blender Addons, and the problem appears even without LODs). However, I can't find a solution anywhere and I will be glad if you help me.
    I posted the details on Nexus Forums, if you want to know em. 

    Thanks!
    1. quad98
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      Solved! The solution is to follow the original Export Order of the models. It's not always from 1+1 to x, as I thought.
      Thanks for Padme for a tip.