You have to convert the meshes back to LE with SSE NIF Optimizer, then after running KGTools on the meshes, only then you revert them again to SSE with the Optimizer tool.
**EDIT: I got it to work! In case anyone else has the problem I did, this is what worked for me: First, in the target mesh (which was a cuirass) I had to delete the parts that were just skin (arms and neck) in nifskope, then do Spells>Optimize>Remove Bogus Nodes, then do Spells>Batch>Update all tangent spaces and save this .nif with a new name (might need the original for last step). After I did that and ran Mesh Rigger.bat, it finally worked and placed a new nif in the output folder! Yay! Then you can take that new .nif and import it into blender/3dsmax to re-add the arms or whatever you deleted by importing the mesh that still has the skin parts (just delete that extra skeleton before exporting). It's working beautifully for me now to rig Oblivion meshes! Thank you so much to the maker(s) of this tool!! Now even a low-level scrub like me can rig clothing =D
Original Post: I've been trying for days now to get this tool to work for Oblivion meshes. There is nothing in the output folder once it finishes. For me, it seems to work only for Skyrim meshes. How on earth do I get this to output for Oblivion? :0
PSA: An updated version of this tool seems to be available (I think they are the same thing) at the tesall.ru site: https://tesall.ru/files/modi-dlya-oblivion/programmi-i-instrumenti/9190-clothing-converter. The tool has a fairly steep learning curve (it's actually not too complicated once you figure it out, but I thought the steps required are a bit counterintuitive and sometimes tedious/confusing--creating appropriate lattices, in particular--made worse by lack of clear documentation/guide.) One word of caution is that the tool is very resource hungry and is liable to stop working unexpectedly when your computer is short of memory (and I have 16GB RAM), which is inevitable if you are trying to handle elaborate meshes in multiples.
PPS. After finally getting it to work, I would say the review is a bit mixed: I'd been trying to convert between ZKEC and HGEC in Oblivion, meshes that are close enough, but subtly different enough that there are obvious and annoying gaps that show up midbody and at wrists/ankles. I've found that the rigger deals with wrists and ankles very well. Not so good dealing with midbody (at least based on what I've seen so far): the mesh gets wrinkly like, well, cellulite (which may almost literally what is going on.) There might be ways to deal with this better, but not yet.
P3S. At least some of the challenge seems to be due to trying to convert with partial meshes (with separate meshes for upper and lower bodies, particularly): things look pretty good after converting with upper body lattice, then looks "wrinkly" when the converted mesh goes through the lower body lattice. The recommendation (I think I read this in some other forum--but I could be mistaken) is to try if possible to use a whole body mesh and this might be worth experimenting to see if some of these problems can be eliminated.
I want to replace a vanilla armor with an HDT one from a mod in the Creation Kit. With HDT plugin installed, ¿I just need to copy meshes and textures and select the modded .nif files in the Creation Kit, and the physics will work just with that?¿I need to do something else?. The HDT armor has .xml file, dont know if i need to do something with that.
I am not sure of how many people have tried, and faiuled, to reach KGTools Development site, but its offline, and all I get is redirects to spam or virus loaded pages {wehich thankfully chrome detects and redirects me back to Google via HTTPS protocols with the warning of malware detected}
Note this is also on the KGTools blog as well but I cant comment there
This works great for adding bone weights and nodes, but how do you get a mesh to fit the body perfectly so you don't have to then take it into outfit studio and modify it to fit the reference body mesh? Not sure what to click to do this.
Tested using the updated links provided, but the links provided for the prereq. python installations don't work as intended, and I've tried using the older options for both of the installed files for Python 3.3.5 and PyFFI 2.1, which installs with no errors, but doesn't seems to be working even when you follow all the steps over and over. My activity log in Python just says "paused" after running its scripts halfway with no new files created. Considering that several of the links to the KGTools website links to ads to Verizon and Chrome Store that seems suspicious, though harmless, I'm assuming the tool/mod is considered untested and ded up to this point. So much hours wasted... :(
I must be missing something as I can't seem to get it to work at all. Maybe a walkthrough on installing and using would work. All I get is a command window that say were it is and then say python portable exe is not recognized as an internal or external command. Then press anykey to continue. So not sure what every one else seems to get easy but I don't get it
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Original Post: I've been trying for days now to get this tool to work for Oblivion meshes. There is nothing in the output folder once it finishes. For me, it seems to work only for Skyrim meshes. How on earth do I get this to output for Oblivion? :0
Note this is also on the KGTools blog as well but I cant comment there