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Grass creation mod troubleshooting - What am I doing wrong?


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Hi guys,

 

I am currently working on a project for flora and trees. I was just curious as to what I am doing wrong in my workload? I keep getting the message "failed to load grass "*********.nif"" when opening any worldspace/cells that contain my grasses. I'm wanting to get them appearing static for now and work on animations for wind FX at a later stage but it's frustrating as this is the final hurdle before I can release said mod.

 

My current workload:

 

1. Create and sculpt planes based on atlas maps and knife tool in Blender

2. Export as .obj file > import into Bodyslide64

3. Export as .nif file (No collision mesh needed)

4. Open in NifSkope 2.0 > convert from NiNode to BSFadeNode

5. Open Photoshop, open all texture maps

6. Invert Green Channel in Normal Map

7. Copy/Paste Spec Map into Alpha Channel on Normal Map

8. Export Diffuse and Normal Map as BC7 .dds images

9. Apply exported textures in NifSkope > "Save As" in data folder and folder containing all mod assets

10. Open CK > select active > load the .esp and its masters

11. Under grass tab create new in object window > ID, Mesh, Density, Blah, Blah, Blah > Check 2nd and 3rd box down, on right > Click OK

12. Go to Landscape Textures Tab > Double-Click chosen landscape texture > Drag and drop the new grass mesh from Object Window into Considered Grasses box on my chosen landscape texture > Press OK

13. Save > Reload the .esp

14. Select and open the exterior cell in worldspace window

 

AND

 

Boom... Failed to load grass "blah, blah, blah.nif" "Yes To All" so-on and so-forth.

 

Could someone please guide me as to where I may be going wrong?

 

Thanks in advance,

Edited by Guest
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