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BGSM File? How to Associate One with a New NIF?


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I am breaking things again. This time I am working with Blender, Outfit Studio, and NifSkope to make the BrahminTrough a bit lower to the ground and level it out. I removed the legs, hoses, faucet and the upper rim using Outfit Studio. Then I added new vertices and faces for the rim using Blender. I finished with NifSkope to add the DDS texture files from the base game textures. But I don't know how to give the new NIF a BGSM file. I can copy one and rename it to match the file name of the new NIF but that is all. The new NIF causes the game to CTD before the file load is complete.

 

If anyone can shed some light on what makes the NIF cause a CTD, I would appreciate the help.

 

I already moved the new NIF out of my data folder and pointed my trough furniture to the old NIF so my game loads up fine again.

 

 

EDIT: Issue solved by adding a path to the BGSM in BSLightingShaderProperty for my new NIF's BSTriShape AND changing the node hierarchy. I used NifSkope to fix both problems.

Edited by GrimGrim31
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Open the nif in NifScope and navigate to the *ShaderProperty node for the shape node. Usually it is a BSLightningShaderProperty node.

Select the Shader node in NifScope and in the Block Details panel find the Name property.

The name property holds the path (relative to the data/ directory) to the material file.

 

Click the icon labeled "txt" in order to change the string/file path.

 

https://i.imgur.com/WMYo5QO.jpg

 

 

Not sure how you made the final nif after modifying the mesh in Blender.

Why not do all mesh work in Blender?

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Thank you!

 

I found it easier to use Outfit Studio to mask the object that I was editing and delete the unmasked vertices. Then I used Blender to add new edges and faces between vertices. I exported the OBJ file and imported it into Outfit Studio so that I could add the water layer back in and save the new tub with the water layer as a NIF. Then I used NifSkope to add the textures back in.

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Difficult to say what causes the problem without the nif.

There may be some issues with the mesh.

Before exporting to obj from Blender try remove double verticies (merge by distance) and run a mesh > delete loose.

 

You can add path to material from Outfit Studio. See the From the OS menu: Shape > Properties

See the Shader tab in the properties window.

There is no magic with the file path. E.g the file name does not need to correspond with nif file name or anything.

Just place the custom bgsm somewhere in the data/materials directory.

 

If you haven't already make sure to tick off Sub Index in the OS/Shape > Properties - Geometry tab before export.

The 'Sub Index'/ BSSubIndexTrishape node is (mostly) used for clothing and I think it will crash when used as static / furniture etc.

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The new NIF still causes a CTD when I try to start the game. I am comparing my new NIF in NifSkope with the original bathtub NIF that I edited.

 

The main difference that I can find are:

 

1. NiNode name on my new NIF is still the same as the original NIF that I edited. Maybe it should be the new NIF name?

 

2. The wet material in BSLightingShaderProperty and in BSTriShape will not point to TroughBathWater when I save the file. NifSkope sanitizes both strings to " " and "Scene Root:12", respectively.

 

3. Differences in Num Children and the names of the children in NiNode, NiNode, and BSMultiBoundNode.

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I experimented a bit to try and narrow down the problem. The bathtub that I edited is fine and is not causing the CTD. It is the water layer trishape that is causing the problem. I can use the empty edited bathtub NIF in game without a problem.

 

I imported the water layer along with my edited bathtub as OBJ files into Blender and then exported both out as OBJ files once I finished the changes to the bathtub mesh. I also moved the vertices a little on the water layer trishape because it was clipping through the bathtub.

 

I will take a look at the water layer trishape and see if I can figure out what is different about it than the one in the original bathtub that I used as my source NIF.

Edited by GrimGrim31
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Use a tool (Material Editor) to make the bgsm or bgem files.

 

Thanks, but I already had a BGSM. I just needed to link it to the NIF, which thousande helped me to do. Now I am trying to get the new NIF to work in the game. The water layer in the new bathtub was causing a CTD.

 

I just used NifSkope to change the hierarchy of the nodes to match the hierarchy of the original source NIF. That fixed the problem. No more CTD.

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