I tried to ask on reddit but without success, but maybe here someone will know why.
My goal is to add a custom static mesh in the game with functioning collision.
With my process i have no problem, but the mesh don't display decals when it is shot (NitriShape), so when i decide to Stripify and convert it into a NiTriStrip, the collision and decals appear, except for the mesh, that is invisible until it's shot, and than became visible only on specific angle/distance, leaving the decals floating!
Here my process:
I made a mesh in Blender (4.1), a very simple wall. I unwrap the UV on a vanilla texture, and extract it as OBJ.
I open OutfitStudio (OS) and import the OBJ, and added the texture (the mesh require only one texture).
Once finish, I've extracted the mesh from OS as NIF in a new folder located in the meshes directory of the game.
I opened the new nif with Nifskope and convert the Ninode into BSFadeNode (so i can use the GECK to work with)
I Attach Extra Data > BSXFlags to the BSFadeNode and set the Integer Data to 2 (Havok)
I right-click on the mesh from the render window and Create Convex Shape, this add the bhkCollisionObject > bhkRigidBody > bhkConvexVerticesShape as a root of BSFadeNode
On bhkConvexVerticesShape I cheeked the radius to be 0.1 and set the material FO_HAV_MAT_METAL
On bhkRigidBody I set the Process Contact Callback Delay to 65535, set the Mass and Inertia Tensor to 0, and set the Motion System to MO_SYS_FIXED.
Than I Sanitize this thing in this order: Update All Tangent Spaces, Stripify all TriShapes, Fix Invalid Block Names, Fix Geometry Data Names and Reorder Blocks.
Than I save.
I open the GECK (Extender), from the folder dropped my NIF into the static object section of the GECK.
I picked my mesh from the library of the GECK and added into the game, save the plug in as ESP and close the GECK.
I opened the ModOrganizer2 (MO2), I see my plugin is present and I fire the game (In my case NVSE).
Once in the game, my mesh is invisible until i shot it, as i stated at the beginning.
After try and error i was able, more or less, to understand where the problem might be, it is the switching from the Shape to Strip? I honestly don't know...
Thanks to the "Bits of Nifskopy" and "How To Make Collision For FNV" I was even able to add a custom collision using an older version of blender with the nif-plugin, and an older Sniff that can support x64...
Hopefully I have transmit you my deeper rage/stress, but let's take a deep breath and let's hope for the best, other wise i'll make every things in NiTriShape and game-end my self.
My older post on reddit with some picture of the problem: