j4y1981 ~ It's actually a good thing to press buttons and see what happens. That's certainly how I learned to use Blender. Here's what you have to do to get something like what you've described into the game: 1) Edit the mesh however you like in Blender. 2) Export the .nif using the Fallout 3 defaults. 3) Open the .nif you exported, and in another NifSkope window, open the original version of the model. 4) Click on the part of the model you changed in the exported .nif, in this case the clip. That part of the model will be highlighted and you can see its wireframe. 5) In the list on the left something called "NiTriStrips" will be highlighted. On a lower part of the branch (that's what NifSkope expandable subsections are called, branches) you'll find the clip's "NiTriStripData". Right-click on that and select "Copy" (but NOT "Copy Branch"!). 6) Go to the original version of the model. Find that model's clip and its NiTriStripData. Right click it and select "Paste Over". 7) The edited shape of the model will now be applied to the original version. Update all tangent spaces (I'm actually not sure if this is necessary but I do it anyway, it's under Spells/Batch) and save. 8) Sometimes this causes a model part that has translations and rotations applied to it to suddenly move to a strange spot. This is because models imported to Blender with translations will take them for granted during the export process, and in NifSkope the translations will be applied a second time. Set those translations/rotations to 0 and the model will probably look like it's supposed to (sorry, some more advanced stuff there). I'm working on a tutorial for Blender => NifSkope => FO3 models, so that was kind of practice. Please tell me if any of that didn't make sense. Hope it helps ~ Rogue Hallow