ok so I fixed everything so far except the vertex groups. So should I delete my bones that I made. And then select the verticies, add them to a group and then parent that to the skeleton.nif's bones? no you actually weight-paint it (witht some sort of brush) in a 3d application, like Blender or 3ds max. here's what you do (should be the same for every app): (0. start a new scene) 1. import the skeleton (armature in blender). That's the file "skeleton.nif" inside your "oblivion - meshes.bsa". 2. import your mesh 3. play around with the mesh until it fits to the skeleton. Do not touch the skeleton! 4. reset XForm or whatever it's called for your app 5. apply a "skin modifier" to the mesh. This could be called different in blender. Google it. 6. add the bones you want to the skin modifier (should be some sort of list) 7. set or paint the weights for the vertices. 7a. little trick: rotate the bones to see how the mesh deforms. and repeat step 7 until it looks good. Just make sure you have a way to reset the bone to its default rotation (e.g. by setting keyframes) 8. select your mesh and export to nif 9. make sure the nif exported alright (check my earlier post or whatever) 10. test the mesh ingame steps 5-7 are the actual weight-painting. maybe you should read a tutorial or two about it first? setting the weights for each vertex manually (e.g. with nifskope) is possible, but it's too complicated to get any good results that way. Good Luck! EDIT: most of the mistakes you made earlier, should not even happen when you export it to a nif from blender. ok so I have my mesh, with bones, with weighted verticies. But for an annoying reason, the armature is a seperate mesh instead of part of my femaleupperbody. So do you know how I can get it to be part of that one mesh. I could try a modifier. The reason I need it under one is because I can't parent/weight the verticies to another meshes's bones. well I added an armature modifier and linked it to the armature object. Exported and still it does not work