Hello everyone, i'm trying to make a mesh for a tree in fo3 at the moment, and for some reason, it is appearing blue (possibly the normal map) in the GECK. the tree is just a decently regular-looking burnt tree, using vanilla textures. i took a vanilla tree NIF (i think it was TreeDead03 or something) from fo3 into Blender, deleted the collision and the tree itself, and put a new one in its place, with all the same textures and all, as kind of a variation of the vanilla tree. it looks perfectly fine in blender (2.49b and 2.78 i think the other one is that I use) as well as in NifSkope, but when i import it into the GECK it's the right texture, sort of, it's just very bright blue like the way a normal map looks. i looked this up and found very little information, but what i did find was something relating to the mipmaps of the texture itself, but these are vanilla textures, so i wouldn't assume i'd have to do anything with it. i'm very confused as to what this means. i looked into the possibility that it may be pathing to the normal map instead of the intended texture, and removed the normal map from the NIF in NifSkope so that it wouldn't associate with the tree at all anymore just to test if that was the case, and it's still appearing blue. i'm not sure what i'm doing wrong. this is my first time making my own mesh. any help would be greatly appreciated. thanks.