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New Mesh Mod Crashing on Equip


AurianaValoria1

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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!

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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.

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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!

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