Kanori24 Posted August 19, 2021 Share Posted August 19, 2021 (edited) Let me start by saying I've used this tree model in my last build and neither the CK nor the game complained about anything. I simply named the file TreePineForestSnow05.nif and that was it. In my latest build, the trees aren't appearing and the CK is giving this error: MODELS: CLONE TreePineForestSnow05 is not a BSTreeNode or a BSLeafAnimNode. Please re-export this file properly. (Edit: I've been searching for how to accomplish this re-exporting, but haven't found anything) So I checked the .nif file, and sure enough, it was a BSFadeNode. Okay, but why wasn't this a problem in my last build? I'm using the same exact .nif file from a backup folder. Nothing has changed. So I figured out how to convert it to a BSTreeNode in NifSkope, and it still rejects it. Then I converted it to a BSLeafAnimNode. Still rejected it. I checked it against a working tree .nif, and everything seems to be in order. Here is the .nif file I'm working with if anyone wants to take a peek at it. I'm lost :O https://mega.nz/file/sIMBmQiI#5NxnMr1lu7t1bGyvEzSRuUkVmRSSVmai3jZ1s_bkRKs And here is what I'm seeing in NifSkope with the BSTreeNode selected: Edited August 19, 2021 by Kanori24 Link to comment Share on other sites More sharing options...
Hanaisse Posted August 19, 2021 Share Posted August 19, 2021 Without the tree being skinned it's pretty much just a static object. So maybe just create it as a Static instead of a Tree? Link to comment Share on other sites More sharing options...
Kanori24 Posted August 20, 2021 Author Share Posted August 20, 2021 I considered that, but keep in mind the same exact .nif worked just fine in my last build, without me having to convert it to BSTreeNode or anything like that. The good thing, that build, and the computer it's installed on is still up and running, so I can use it to do some deeper investigation... Link to comment Share on other sites More sharing options...
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