miraf001

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Posts posted by miraf001


  1. 1 hour ago, Effix said:

    I'm sorry, maybe some miscommunication, the model in the mod has 0% to do with the vanilla Dancer's outfit. You can put any model in your override with a filename that the game expects there to be. There's 14, see the appearance.2da entry:

    Anyway, back to dangly things, and I'm far from an expert on these things. I noticed them on being on heads, and they work nicely for an old game like this. I can't say I have seen such mechanics on the body models, maybe it doesn't work on those, maybe someone more experienced can enlighten us on that.

    No miscomunication, i understand what you mean. What I ment was if there isn't some value outside of the mesh file (possibly in the. 2da file, i know very little of them) that determines if the dangle mesh moves or not. 

     

    I haven't tried yet to replace mesh that has dangly bits in vanilla. If it's going to work, then i might be on to something. 


  2. Thank you for your replies. I am not trying to apply it to a skinned mesh, I actually managed to make dangly meshes before without issues, just yesterday i tried to convert to danglymesh hair hrom your mod Handmaiden with Long Hair, and it worked like a charm.

     

    Well one of the first experiments I made was just to add dangly meshes from Attons jacket to basic female underwear model. I used the text editor and ascii models. And it didnt work, there is no movement in game. File in attachment.

    pfbam-kotormax.mdl.ascii


  3. Hi,

     

    i was playing with KOTORmax and danglymeshes lately. They seems to work perfectly on head meshes, or items that have them in vanilla, but when i was trying to add athem to another model, they dont move at all. For example, Effixian's Dancer's Outfit:

    It  has mdl file with dangly mesh, everything seems to be correct, but in game it doesnt work.

     

    Can you advise ? Thank you.