AurianaValoria1 Posted May 22, 2023 Share Posted May 22, 2023 Hi all, I'm hoping someone can help me with a modded item I'm making that's crashing on equip. Essentially (because I suck at Blender, lol), I'm using Outfit Studio to make a face mask from an existing character's RaceMenu exported head mesh. So far, it's looking great in both OS and in Nifskope, and I've successfully gotten a test version into the CK. Everything is fine until I try to equip it, though, at which point the game CTDs after a brief pause. :dry: Any ideas as to what I need to double-check? I'm somewhat new to this kind of modding (although I have modded hair meshes through OS with a moderate degree of success before), so I'm sure there's something I'm overlooking. If it helps troubleshoot, I did use another item (a circlet) as a reference point in Nifskope, so its properties largely match an already-functioning piece of equipment, but I still might have missed something there. I also used a high-poly head mesh for the item, so I suspect it might be the vertex count, even though I have cut away a large portion of the unnecessary vertices already. Any assistance would be greatly appreciated! Link to comment Share on other sites More sharing options...
Hanaisse Posted May 23, 2023 Share Posted May 23, 2023 Without seeing the actual nif these are best guesses of what to check; 1. Partitions; make sure the partition of the nif matches the body slot of the ArmorAddon and Armor record of the .esp. I'd highly suggest using a partition like circlet or an unused slot, do not use a head slot partition. 2. Weights; make sure the mesh is fully weighted to the head. 3. Assuming the mesh was made for SSE, make sure it has a BSTriShape and not a BSDynamicTriShape. You can remove the dynamic flag in OS if that's the case. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted May 23, 2023 Author Share Posted May 23, 2023 Without seeing the actual nif these are best guesses of what to check; 1. Partitions; make sure the partition of the nif matches the body slot of the ArmorAddon and Armor record of the .esp. I'd highly suggest using a partition like circlet or an unused slot, do not use a head slot partition. 2. Weights; make sure the mesh is fully weighted to the head. 3. Assuming the mesh was made for SSE, make sure it has a BSTriShape and not a BSDynamicTriShape. You can remove the dynamic flag in OS if that's the case.I double-checked the first two issues (it's a mesh for LE) and somewhere in the editing process, the .nif must have lost its bone weights. :teehee: Which is odd, because I distinctly remember copying them onto the shape as one of my earliest steps. So I did it again, and BOOM, it works! Thank you so much for your help! Link to comment Share on other sites More sharing options...
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