Deleted69242573User Posted May 27, 2021 Share Posted May 27, 2021 (edited) 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 Blender2. Export as .obj file > import into Bodyslide643. Export as .nif file (No collision mesh needed)4. Open in NifSkope 2.0 > convert from NiNode to BSFadeNode5. Open Photoshop, open all texture maps6. Invert Green Channel in Normal Map7. Copy/Paste Spec Map into Alpha Channel on Normal Map8. Export Diffuse and Normal Map as BC7 .dds images9. Apply exported textures in NifSkope > "Save As" in data folder and folder containing all mod assets10. Open CK > select active > load the .esp and its masters11. Under grass tab create new in object window > ID, Mesh, Density, Blah, Blah, Blah > Check 2nd and 3rd box down, on right > Click OK12. 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 OK13. Save > Reload the .esp14. 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 May 27, 2021 by Guest Link to comment Share on other sites More sharing options...
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