Hello giamel! So I tried replacing the dufflebag mesh from the mod Sacks - Replacer - Pfuscher in Nifskope After replacing it, the mesh become invisible in game. What did I do wrong huhu, I really hope you can help me out
I'm pretty novice using nifscope huhu I simply know how to copy branch, paste and reposition lol Can I send you the file pleasee? *or if you busy I really hope you can help show me how do the bones thingy
Yea, everything was off on that... No bones, partition was wrong and various flags incorrect. I had to start over. I was working with it in LE format so you may have convert meshes back to SE or they may work just fine for you in later versions. I didn't download the textures So I was working with it purple. Test it and tell me how it looks. I zipped some of my work files in there that are not needed. P.S. Actually I stripped the textures out. See if you can put them back in.
Thank you giamel! You're awesomeee It worked and looks fantastic! Could you please upload it so that others can use it too? Sorry for the late response, I was busy celebrating Eid Fitri (It's a big deal for us here, haha)
Eid Fitri is a Muslim festival that marks the end of Ramadan, a month-long period of fasting and reflection. It's a time for us to get together with our loved ones, stuff ourselves with yummy food, and just have a great time celebrating the end of a month-long journey. While it's not exactly like Lent, there are definitely some similarities in terms of reflection and spiritual growth :)
Hey Giamel! Amazing mod! I wanted to adjust the weight and prices of the backpacks to be more in line with CC's backpacks, but there's been some discrepancy. CC Backpacks cost 10 gold in Xedit and in the game about 300 gold. Yours have different prices, but more or less 60 gold, but in the game it costs 118. What's going on?
If I remember correctly none magical Item's have a base price and magical items have an additional price and both prices combined are governed by the player's speech skill to and from the vendor. So look under the accompanying enchantment associated w/ the item. It caused me grief as well until I figured out finally what was actually happening.
The gia_recompiledAliasScript script is producing a lot of log spam for me.
[01/17/2023 - 12:59:52PM] WARNING: Assigning None to a non-object variable named "::temp11" stack: [alias PlayerAlias on quest DuffleBagQST_aPCSet (6902000A)].gia_recompiledAliasScript.RemFromTr() - "gia_recompiledAliasScript.psc" Line 102 [alias PlayerAlias on quest DuffleBagQST_aPCSet (6902000A)].gia_recompiledAliasScript.OnMenuClose() - "gia_recompiledAliasScript.psc" Line 48
It looks like SettrCont is never called (the section of code that would call it is commented out).
Yes, though you will not notice any difference in game play, that version will be updated eventually. Cloud storage may only be avoided by simply never crafting two or more packs that are identical to one another when using the craftable versions. FYI You may use the BSA file from 230118 which was just uploaded and the ESP file from the craftable versions 220917 or 220918 and have right now what I will eventually upload if you wish not to wait.
I'm trying to edit the dufflebag's texture to be a little bit darker. I can't find it in the .bsa huhu Does anyone know the texture location?
*EDIT everyone should try this for the duffle bag texture (1k/2k option too) Love your work giamel. Do you plan to add more backpack soon? I hope so huhu
Where we can open backpacks on the ground with the activate key, perhaps a patch so we can use 'just do it's hotkey so when we look at your backpacks it says open and opens the container directly. I just personally dont like the menu popup and thing this would be a nicer presentation for it, maybe an optional esp that disables your popup and lets the other mod recognize your backpacks
Another idea i had was when you drop the backpack the container is placed in the world at the same location but is invisible but its collision model is small so it dosnt completely cover the actual backpack item. So when you look at it with the crosshair you can see 'take' or 'Open' when your crosshair is over the invisible container, so you just move your crosshair around to get either option. This version would also work with quickloot as its a real container in the world
Last idea Vitrium has a backpack animation, you would need to make artobject versions of your backpacks but you could have this animation trigger on npcs when you access there pack or the player when they open the pack wile there still wearing it. Would need the animation to trigger before the open container is triggered so its timed right you see the player/npc take off the backpack and crouch down.
Your mod dosnt need these things but i would love it for that extra immersion
79 comments
So I tried replacing the dufflebag mesh from the mod Sacks - Replacer - Pfuscher in Nifskope
After replacing it, the mesh become invisible in game. What did I do wrong huhu, I really hope you can help me out
Original
Edited v1
Edited v2
Ingame become invisible huhu
I simply know how to copy branch, paste and reposition lol
Can I send you the file pleasee?
*or if you busy I really hope you can help show me how do the bones thingy
P.S. Actually I stripped the textures out. See if you can put them back in.
It worked and looks fantastic! Could you please upload it so that others can use it too?
Sorry for the late response, I was busy celebrating Eid Fitri (It's a big deal for us here, haha)
Amazing mod! I wanted to adjust the weight and prices of the backpacks to be more in line with CC's backpacks, but there's been some discrepancy. CC Backpacks cost 10 gold in Xedit and in the game about 300 gold. Yours have different prices, but more or less 60 gold, but in the game it costs 118. What's going on?
[01/17/2023 - 12:59:52PM] WARNING: Assigning None to a non-object variable named "::temp11"
stack:
[alias PlayerAlias on quest DuffleBagQST_aPCSet (6902000A)].gia_recompiledAliasScript.RemFromTr() - "gia_recompiledAliasScript.psc" Line 102
[alias PlayerAlias on quest DuffleBagQST_aPCSet (6902000A)].gia_recompiledAliasScript.OnMenuClose() - "gia_recompiledAliasScript.psc" Line 48
It looks like SettrCont is never called (the section of code that would call it is commented out).
from 230118 which was just uploaded and the ESP file from the craftable versions 220917 or 220918 and have right now what I will eventually upload if you wish not to wait.
What mod remakes the ragged robes in the screenshots?
Does anyone know the texture location?
*EDIT
everyone should try this for the duffle bag texture (1k/2k option too)
Love your work giamel. Do you plan to add more backpack soon? I hope so huhu
Where we can open backpacks on the ground with the activate key, perhaps a patch so we can use 'just do it's hotkey so when we look at your backpacks it says open and opens the container directly. I just personally dont like the menu popup and thing this would be a nicer presentation for it, maybe an optional esp that disables your popup and lets the other mod recognize your backpacks
Another idea i had was when you drop the backpack the container is placed in the world at the same location but is invisible but its collision model is small so it dosnt completely cover the actual backpack item. So when you look at it with the crosshair you can see 'take' or 'Open' when your crosshair is over the invisible container, so you just move your crosshair around to get either option. This version would also work with quickloot as its a real container in the world
Last idea Vitrium has a backpack animation, you would need to make artobject versions of your backpacks but you could have this animation trigger on npcs when you access there pack or the player when they open the pack wile there still wearing it. Would need the animation to trigger before the open container is triggered so its timed right you see the player/npc take off the backpack and crouch down.
Your mod dosnt need these things but i would love it for that extra immersion