I've been searching online (youtube, google, these forums, you name it) and so far haven't come up with a solution. So don't yell at me for not doing my research. I have been. For days. If I missed something than kindly point me in the right direction (search terms or a link to someone else who had my problem and got it resolved). Okay, so: I have a new mesh that I built for Skyrim. Mesh works fine, I put it in place of the steel greatsword for testing, and everything appears to be fine in that area. The texture is what is messing up. Inside of nifskope the texture is visible and fine, but in game the weapon is black and incredibly shiny. I haven't made a custom texture for the normal or specularity or any of that, so it's still using the maps for those (which are visible under the blackness of the weapon). Some tests: Original steel greatsword with default texture: Works fine. Original sword with test texture: Texture works (though looks crazy because it wasn't designed for the weapon). New weapon with steal greatsword texture: Black as described above. New weapon with test texture: Black as described above. When I save the file in nifskope is displays the dreaded "link points to wrong block type". Now there are some things I've done to fix/test this: Render -> Settings -> Rendering has the Skyrim data folder added. When I load up one of Bethesda's nifs, change nothing, and save it again it displays the same error but works fine in game. The textures display fine inside nifskope, for my new mesh and for the original meshes. I've also attempted the ".obj method" with no luck. I will note, however, that I have never used obj's before so I'm not really 100% sure if I'm exporting it properly (though they get into nifskope just fine with proper scale alignment, etc). I do not use the material library for them because I don't know what they do. I'm using 3ds max 2012 with niftools plugin. I've enclosed a .zip that has the .max file of my mesh. If you need any other files just let me know.