Slampears Posted February 14 Share Posted February 14 Hi, I've never imported a mesh into skyrim before and I'm having a lot of issues. So far, things have been ok and it shows up completely fine in NifSkope, but loading it in the creation kit just results in a red exclamation point, so the mesh is probably broken in some way but I have no idea how. I've gone through most of the solutions I found online, which did fix the CTDs I got in the CK when trying to load the nif (although now it's the red exclamation point). If somebody more experienced could tell me where I went wrong that would be awesome! SBfarmhouse.nif Link to comment Share on other sites More sharing options...
scorrp10 Posted February 14 Share Posted February 14 I do not have ability to examine your file right now, but best way to learn this is by example. Have you extracted any house meshes from Skyrim's own .bsa files and compared their .nif structure to yours? Link to comment Share on other sites More sharing options...
Hanaisse Posted February 14 Share Posted February 14 A few things to fix; 1) Apply the transforms for all the BSTriShapes. Right click > Transform > Apply 2) One of the shapes - 19 BSTriShape SBFarmchimney - has the Skinned flag in it's BSLightingShapderProperty Shader Flags 1, this is most likely the main cause of your issues so remove that. It's also missing the vertex_colors flag in Shader Flags 2. 3) The shape 16 BSTriShape SBFarmshutters looks like you tried to set it up as a window but it's only halfway there. In the BSLightingShaderProperty the Shader Type should be Glow Shader and you need a _g (glow) texture. If it's not an actual window then remove the Shader Flag 1 External_Emittance and Shader Flag 2 Glow_Map flags. 4) The shape 10 BSTriShape SBfarmthatchaplha (yes its misspelled) is missing a NiAlphaProperty. An extra word of advice. Currently all your textures point to just the Textures\ folder. Not really a good idea to drop your textures in there. Create a new folder under the Textures\ folder to place all your textures in that will be unique to your model. Something like MyFarmhouse. Then don't forget to remap the texture paths. So, for example, textures\myfarmhouse\thatchroof01.dds. Keep in mind though, if these are using vanilla textures just map to the existing vanilla texture path. 1 Link to comment Share on other sites More sharing options...
Slampears Posted February 15 Author Share Posted February 15 That worked, thanks so much!! I copied materials from original skyrim meshes (mainly the farmhouse) so that's why the chimney was skinned and the windows had glow maps. I assumed that would fix problems, not cause them! (I fixed the typo too :P). Link to comment Share on other sites More sharing options...
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