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Creatoin Kit: NIFs/Textures show up in Bodyslide/Outfit Studio but not in Kit. Getting marker_error 0. NiSkope paths are correct. Solutions?


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Been looking to find a solution for days now with no help. Looking in Google has given me nothing and I've gone through forum thread and reddit threads in modding communities with no luck. Basically, I'm trying to update an old follower mod I posted but since then I have lost the original files and redownloaded it from the nexus.HE FILES ON THAT ARE OBSOLETE, PLEASE USE THE MEDIA FIRE LINK AT THE BOTTOM. That is what I am currently working with. However, when I'm in the Creation Kit i can't see any of his textures or NIF mesh files. It gives me a marker_error 0 and does not show either the meshes or textures despite me redirecting it to the correct files. Even making new textures set and headparts to replace the old ones gives me the same issue to see if that would solve the problem but it does not. I have repathed everything to make it work correctly according to this tutorial. (watch?v=c8fAXAJBpfU) I have also run it through NifSKope and Optimizer to make sure everything works correctly. Does anyone know how to fix this issue? Any help would be appreciated

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Looking at your mod page, the file only contains an .esp. There's no meshes or textures for his clothing or his facegen, which is why you are getting missing mesh objects.

 

Make sure you have all the original mods you used installed.

I know that one is broken. IT was my first mod so I'm trying to make it work now. Please check the other one the mediafire file which is my remade version that has the textures and assets. Basically I'm using the mod itself to set the paths and things for the CK meshes and textures. I've even tried copying the mod folder and putting it in the SSE main data folder to try and get it to work but no dice there either. And that seems to be how the mod tutorial guy is doing it do I'm not sure why it isn't working for me.

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Ouch... that one is a MESS.

To start with... in the zip, you got esp and bsa are outside of Data. Everything must be inside. In fact there is no need for Data folder. The zip files are already being installed into Data.

The .bsa you include, seem to have no point. About only thing non-vanilla in them is the alternate gold texture. (which, being directly under clutter, will change th look of ALL coins in game)

Inside, everything is duplicate. You got things dumped direct under meshes/textures, which is BAD. And you got it all duplicated (mostly) under meshes/CaptF and textures/CaptF.

 

Your .esp lists HIMBO.esp as master, but does not need it. Also, you overload relationship of CurrentFollowerFaction to player, which can really mess up people's games. Also overloading some behavior packages that will affect ALL NPCS.

Armor outfit includes both shields.

I really did not delve into scripts and quests. I was concentrating on cosmetic stuff.

 

Pretty much all your ArmorAddons were referencing stuff directly under meshes, not meshes/CaptF. A lot of texture paths were wrong. Many weapons and silver shield had 'Gallowmere' in texture paths. Boots under 'Clothes' had wrong texture assigned.

Many armor .nifs were including 'BSFaceGenNiNodeSkinned' which should ONLY be present in head chargen .nifs. Helmet mesh partition was not flagged visible. Many armors did not have 'Scene Root' as root node (not sure this is required though)

 

Texture sets are not really needed unless you need to specify an alternate to what is already set in the .nif. You do need texture sets if providing custom skin.

Body was referencing custom Realore skin, but head was pointed to default skin texture, causing head/body mismatch.

 

The chargenned head exported from Racemenu should not be used as HeadPart. You need to have it specially named and placed. I.e. in your mod, sub-FormID of the NPC is 5930. So you need to rename the head mesh '00005930.nif', and put it in meshes/actors/character/FacegenData/facegeom/CaptainFortFollower.esp/

Likewise, the tint/details texture is renamed 00005930.dds and goes into textures/actors/character/FacegenData/facetint/CaptainFortFollower.esp/, and you need to set its path in the head .nif accordingly.

Another thing - the head parts specified for the actor in .esp must exactly match the naming of head parts in the head .nif. As you used vanilla native head parts for head/brows/eyes/beard, there is really no need to create your own head parts.

You used hair from a mod - you should have copied the head parts EXACTLY. Hallgarth Additional hair indicates no specific .tri for that hair mesh (only for the hairline), so you putting 'malehead.tri' in hair caused the game to crash the moment captain spawned.

 

Genitals - bad idea. For mod users who have SoS installed, SoS will equip the genitals as needed along with all the necessary support and physics. Way you did it, they would not even render. (genitals mesh is slot 52, your ArmorAddon indicated 32). Actually setting it to 52 would likely cause Captain's schlong permanently poking through whatever worn clothing - unless you included slot 52 underwear. For users who do NOT use SoS, the skeleton would not have the needed nodes, causing a 'mesh explosion' and likely a crash. If you want to provide a custom HIMBO body, either make SoS a requirement (potentially a master), or provide an alternate NeverNude body via FOMOD or alternate download. Either way, do not include your own genitals.

 

For armor/clothes, most of them were referencing non-existent ground meshes. I created ground meshes, except where I could use native ones.

 

I got things more or less organized and cleaned up. I edited the _0 and _1 nifs for the armor/clothes, but you really need to apply those same changes to your template files under BodySlide/ShapeData - and rebuild from those.

Here is the file.

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Ouch... that one is a MESS.

To start with... in the zip, you got esp and bsa are outside of Data. Everything must be inside. In fact there is no need for Data folder. The zip files are already being installed into Data.

The .bsa you include, seem to have no point. About only thing non-vanilla in them is the alternate gold texture. (which, being directly under clutter, will change th look of ALL coins in game)

Inside, everything is duplicate. You got things dumped direct under meshes/textures, which is BAD. And you got it all duplicated (mostly) under meshes/CaptF and textures/CaptF.

 

Your .esp lists HIMBO.esp as master, but does not need it. Also, you overload relationship of CurrentFollowerFaction to player, which can really mess up people's games. Also overloading some behavior packages that will affect ALL NPCS.

Armor outfit includes both shields.

I really did not delve into scripts and quests. I was concentrating on cosmetic stuff.

 

Pretty much all your ArmorAddons were referencing stuff directly under meshes, not meshes/CaptF. A lot of texture paths were wrong. Many weapons and silver shield had 'Gallowmere' in texture paths. Boots under 'Clothes' had wrong texture assigned.

Many armor .nifs were including 'BSFaceGenNiNodeSkinned' which should ONLY be present in head chargen .nifs. Helmet mesh partition was not flagged visible. Many armors did not have 'Scene Root' as root node (not sure this is required though)

 

Texture sets are not really needed unless you need to specify an alternate to what is already set in the .nif. You do need texture sets if providing custom skin.

Body was referencing custom Realore skin, but head was pointed to default skin texture, causing head/body mismatch.

 

The chargenned head exported from Racemenu should not be used as HeadPart. You need to have it specially named and placed. I.e. in your mod, sub-FormID of the NPC is 5930. So you need to rename the head mesh '00005930.nif', and put it in meshes/actors/character/FacegenData/facegeom/CaptainFortFollower.esp/

Likewise, the tint/details texture is renamed 00005930.dds and goes into textures/actors/character/FacegenData/facetint/CaptainFortFollower.esp/, and you need to set its path in the head .nif accordingly.

Another thing - the head parts specified for the actor in .esp must exactly match the naming of head parts in the head .nif. As you used vanilla native head parts for head/brows/eyes/beard, there is really no need to create your own head parts.

You used hair from a mod - you should have copied the head parts EXACTLY. Hallgarth Additional hair indicates no specific .tri for that hair mesh (only for the hairline), so you putting 'malehead.tri' in hair caused the game to crash the moment captain spawned.

 

Genitals - bad idea. For mod users who have SoS installed, SoS will equip the genitals as needed along with all the necessary support and physics. Way you did it, they would not even render. (genitals mesh is slot 52, your ArmorAddon indicated 32). Actually setting it to 52 would likely cause Captain's schlong permanently poking through whatever worn clothing - unless you included slot 52 underwear. For users who do NOT use SoS, the skeleton would not have the needed nodes, causing a 'mesh explosion' and likely a crash. If you want to provide a custom HIMBO body, either make SoS a requirement (potentially a master), or provide an alternate NeverNude body via FOMOD or alternate download. Either way, do not include your own genitals.

 

For armor/clothes, most of them were referencing non-existent ground meshes. I created ground meshes, except where I could use native ones.

 

I got things more or less organized and cleaned up. I edited the _0 and _1 nifs for the armor/clothes, but you really need to apply those same changes to your template files under BodySlide/ShapeData - and rebuild from those.

Here is the file.

Wow. Thanks. I am just following the steps the tutorial provided for making a follower clothes sets and things here. (https://www. youtube. com/ watch?v=rzx-rYT3ULY) I am working on fixing those which i did by the time you posted i think?; but thanks I'll use yours now. My brain just came up with new ideas for the follower mod too lol so I've been poking around to figure out those. have go asap so this response is short but thanks.

 

Yeah, all the custom follower script was taken from here per the tutorial: https://josephrussellauthor.com/Tutorial_2A.html. I think I'm going to try and make my own as bad as that sounds lol. Or at least an attempt anyways.

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I'll paraphrase that:

By 'dumping directly' I mean not including a mod-specific-named folder in the path.

The archive got .nif files directly under meshes\armor, meshes\clothes etc. For example, it got:

 

meshes\armor\boots_0.nif

meshes\armor\boots_1.nif

 

Same for textures. In fact, mod NPC has this special gold coin, but textures for this coin are directly in textures/clutter, and are named same as vanilla septim textures. Meaning it will change the look of ALL coins in the game.

Unless your mod aims to specifically replace the look of something vanilla (improving the looks of books, plants, furniture etc), you should always isolate your mod files to avoid conflict with vanilla and other mods.

Even better to adopt an organization where it goes <category>\<author>\<mod>\

 

Sure, when working on a mod, you can have the files sitting anywhere - but that only means extra work for you. It is really best to right away put your files where they will be in the finished mod. Means you will not have to go later and change texture paths in all the .nifs or change the mesh paths in the .esp, and far less likely to forget to include a file.

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  • 2 weeks later...

I'll paraphrase that:

By 'dumping directly' I mean not including a mod-specific-named folder in the path.

The archive got .nif files directly under meshes\armor, meshes\clothes etc. For example, it got:

 

meshes\armor\boots_0.nif

meshes\armor\boots_1.nif

 

Same for textures. In fact, mod NPC has this special gold coin, but textures for this coin are directly in textures/clutter, and are named same as vanilla septim textures. Meaning it will change the look of ALL coins in the game.

Unless your mod aims to specifically replace the look of something vanilla (improving the looks of books, plants, furniture etc), you should always isolate your mod files to avoid conflict with vanilla and other mods.

Even better to adopt an organization where it goes <category>\<author>\<mod>\

 

Sure, when working on a mod, you can have the files sitting anywhere - but that only means extra work for you. It is really best to right away put your files where they will be in the finished mod. Means you will not have to go later and change texture paths in all the .nifs or change the mesh paths in the .esp, and far less likely to forget to include a file.

I just want to explain the process I used to not confuse people. The way the tutorial set me to do was to make a folder structure as such: Disk drive;foldername/charactername/meshes/mesh nif file. Same with textures. So they have their own meshes/textures folders independent of the skyrim data folder. it then said to load them up in nifskope. then to load up the textures in the characters texture folder. then it told me to make the path to textures shortened. so i deleted the beginning so it would be texture/texture file instead of foldername/charactername/textures/texture file. Apparently this is not the way to go about it??

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Not really. One thing for sure, various assets MUST be under specific folders under Data in order to be properly seen by the game. I.e. textures must be in Data/textures, meshes must be in Data/meshes.

However, once under those directories, there really should be clear separation of mod resources from vanilla and other mods.

 

Everyone's workflow is different, but an important factor is that likely, as one works on a mod, one wants to be able to test their work in-game now and then. And that means that resources MUST be properly placed within game structure.

My preference is: author name under each primary folder where appropriate. Under those, specific mod folders, under that - categories.

 

Maintaining resources exactly where they will be in the game in a finished mod is a great way to guarantee that all texture and mesh paths are correct from the start.

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