Still works flawlessly. It does an amazing job batch editing all the meshes properly. Saving what would be hours of messing around getting nowhere if you had no idea what you were doing.
Okay, so I've installed the update, collision seems to be working awesome, I think I can lift stuff relatively well, except will o the wisp, which won't be lifted at all, but for some reason Daedroths' heads have that stretched out bug where they are stretched across the sky for miles. I am hoping this is just temporary, as the changes were made and then suddenly added when loading the mod, so hopefully this sorts itself out later. Anyone else notice this happening?
Fixed this by replacing the daedroth and clannfear skeletons with UOP skeletons that had been overwritten. Seems the update in this mod isn't compatible with UOP, but just those small issues. I got the RRSC program to work great for NPC's, but I had to put the universal skeleton NIFs in the IN folder manually for it to work. Still not every creature is collidable, but I have some mods that add weird creatures that probably aren't recognized by this mod.
The stretched out Daedroth and Clannfear heads was due to a buggy mesh to fix a minor head-tracking issue in a very old version of the UOP. Newer UOP versions fixed the bug in the skeleton.nif, but if you have leftover files they could still cause problems so you should just delete them: Meshes/Creatures/clannfear/clannfear.nif Meshes/Creatures/clannfear/head.nif Meshes/Creatures/daedroth/daedroth.nif
If you let me know what mods add the weird creatures I could take a look at them.
The version of UOP I've got in my Mod Manager is 3.4.2 so I think that's the version I have installed, but dunno because it's a data folder I salvaged from a while ago. I never wanted to update because so many mods overwrite UOP. Other than that problem I have noticed weird physics bugs like bodies spazzing into stretchy mush especially when using various animation mods and when dying during some animations. Sometimes NPCs get a little stretchy when I kill them. Just not every NPC or creature is collidable, I don't know why. Also the body lifting barely works or doesn't work at all, but I remember it working years ago with the original Ragdolls and Force. Bodies flying when hit by magic and occasionally weapons seems to work, it looks somewhat buggy sometimes but not as buggy as the rest of the game lol. The mods I use that add weird creatures: MOO, OOO, Creature Diversity, that's about it... but there might be some other small ones. I'm also wondering if this was ever actually meant to make NPCs/Creatures fall faster, because they still fall at the normal speed. For some reason I always assumed this mod and earlier versions did that, maybe that was just my imagination.
I'd love to use this tool but it fails each time I run it. I am using Windows 7 SP1 (x64). I have followed the instructions in the readme to the letter but I get this error when run from the commandline:
RRSC.exe RRSC - Start FindFirstFile failed (3)
ScanNif.exe found the 2 Universal Skeleton NIFs I have installed and copied them to the 'in' folder with the expected folder structure. It would seem the tool can't find any skeleton.nif or skeletonbeast.nif to process.
Sorry for the late post. The error 3 means that RRSC couldn't find the path one of the input files. Make sure there is both a cfg folder and an in folder in the same location as RRSC.exe.
I can't get it to work with all the NPCs. Sometimes when i kill someone it flys like superman. So, do I have to decompress the BSA's and convert all the skeletons.nif inside? Or, since i use Wrye BAsh, I only need to convert the last skeleton that overrides all the others? thanks in advance
as i understand, this creates skeletons which are compatible with this specific mod. but to convert a skeleton, you must already have them extracted from the bsa or installed a replacer for those skeletons.
All of the game's characters (both NPCs and creatures, as well as the player character) require a skeleton for animations to work. Think stick figure here and you'll be close. The animated (alive) enemy skeletons you speak of have an unseen stick figure looking skeleton file to which all their visible bones are attached. The animation files move the stick figure bones, which in turn move the visible bones you see in the game. Anything you see in the game that's part of a creature, NPC or player that moves will be attached to a 'bone' on that stick figure skeleton.
30 comments
thanks
In the mod folder, there is a file called HavokCollisionFix. What does he do?
P.S. No reply, i allready understand.
Fixed this by replacing the daedroth and clannfear skeletons with UOP skeletons that had been overwritten. Seems the update in this mod isn't compatible with UOP, but just those small issues. I got the RRSC program to work great for NPC's, but I had to put the universal skeleton NIFs in the IN folder manually for it to work. Still not every creature is collidable, but I have some mods that add weird creatures that probably aren't recognized by this mod.
Meshes/Creatures/clannfear/clannfear.nif
Meshes/Creatures/clannfear/head.nif
Meshes/Creatures/daedroth/daedroth.nif
If you let me know what mods add the weird creatures I could take a look at them.
I am using Windows 7 SP1 (x64). I have followed the instructions in the readme to the letter but I get this error when run from the commandline:
RRSC.exe
RRSC - Start
FindFirstFile failed (3)
ScanNif.exe found the 2 Universal Skeleton NIFs I have installed and copied them to the 'in' folder with the expected folder structure.
It would seem the tool can't find any skeleton.nif or skeletonbeast.nif to process.
Regards,
niche99
Or, since i use Wrye BAsh, I only need to convert the last skeleton that overrides all the others? thanks in advance