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_1 Version of new weapon mesh crashing the game


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So I've been working, occasionally, on a couple of new barrels for the monstrosity that is the Assault Rifle. I have this working 79299-1498355534.jpgHowever, ONLY the world model is working (MGBarrelLong.nif, it's a replacer for now). I simply copied and renamed the same file to get MGBarrelLong_1.nif. For now I can spawn some around me and kick them around, but the moment I try to look at one in a menu, or pull one out to fire, the whole game ctd's. Not sure what the issue is as I followed the exact same procedure I used for Institute Electrolasers.

 

Using Blender 2.49b, Nifskope 2.0.0 Pre-Alpha 4, GIMP, Bodyslide/Outfit Studio from sometime last summer, ousnius' Material Editor from around the same time, and Bethesda Archive Extractor. All the same tools I used for Electrolasers.

 

Here's my workflow.

 

Extract MGBarrelLong.nif from the .bsa

Import MGBarrelLong.nif to nifskope.

Export as .obj

Import .obj to Blender

Build my model to match the length and positioning of MGBarrelLong object.

Delete the MGBarrelLong object.

Convert Quads to Tris, just to be sure.

Apply edgesplit modifier at 60

UV Unwrap, position, and create _d texture, compression is BC2/DTX3.

Export as MGBarrelLight.obj from Blender with 'apply modifiers' checked.

Drag and drop new .obj into Outfit Studio. I haven't been unchecking 'Smooth Seam Normals' if it matters.

Save to MGBarrelLight.nif

Make _n texture with BC2/DTX3 and _s texture with BC3/DTX5. Put all textures in appropriate folder.

Extract MGBarrelLong.bgsm from archive.

Rename .bgsm, put in appropriate folder, and edit to look at my new textures.

Open two copies of MGBarrelLong.nif, and one of my new model, MGBarrelLight.nif in different windows of Nifskope.

Remove attached branches from the BSSubindexTriShape in my new mesh, then copy and past into 0 NiNode on one of the vanilla .nifs.

Remove all original BSTriShape branches from vanilla .nif

Reset 0 NiNode Num Children to 1 and assign my new BSSubIndexTrishape.

Copy BSLightingShaderProperty from extra vanilla Nifskope window and paste in the BSProperties of my BSSubindexTriShape. (I know there's an easier way to do this without having another window open, but I do it this way for a reason. I used to get ctds with my meshes if I just re-assigned the existing ShaderProperty instead of copying over.)

Point BSLightingShaderProperty to my new .bgsm

Reassign texture paths in BSShaderTextureSet (not really necessary, but I do it just in case)

Convert BSSubindexTriShape to BSTriShape.

Save .nif, still named MGBarrelLong

Put in appropriate folder to override standard long barrel. Copy/paste into same folder, rename and add _1.

 

This is almost identical to what I did for every new part of the Electrolasers mod. The difference being that the vanilla Assault Rifle long barrel world .nif is just one BSTriShape, whereas the _1 model is split into 3. I don't think it should make a difference, but I have no idea what to do at this point. There is also another model in a separate folder within the 'MachineGun' mesh folder called MachineGunLongBarrelF, that seems to be identical to the _1 mesh, far as I can tell. Looking through the CK it doesn't seem to be referenced by anything.

 

I just don't understand why the world model is working for me and the _1 is not. Any ideas? If I can figure this out I can be releasing a new mod within a week.

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