kyago8 Posted May 28 Share Posted May 28 Hi everyone, I'm new to mod creation and apologize if this is an easy fix, but this is my third day trying to figure this out to no avail. I'm trying to make an asset pack for a larger mod that I plan to make. The issue I'm running into is with putting these objects into the GECK. -- I started this process by extracting meshes.bsa, textures.bsa, and textures2.bsa into the New Vegas Data folder (for me it's D:\Steam\steamapps\common\Fallout New Vegas\Data). -- I then made the custom textures that I plan to use and put them in its own folder in the textures folder within the Data folder. -- Made copy of the object .nif (in the example provided, cliffverti_a1.nif) and imported into Blender 2.49b and applied textures. Exported with a different name (in this case cliffverti_a1pd.nif). This is where I believe the problem starts (again, I'm new to making mods so the problem could start anywhere else). After attempting to put my object in the GECK, it simply shows a marker error. To see where I went wrong, I opened the .nif in NifSkope and noticed that the object looks completely different in NifSkope compared to Blender. The following are the Blender 2.49b, GECK, and NifSkope views of the .nif that I am trying to put into the GECK: https://imgur.com/a/m9yfzvK If there's more information needed to help, please ask for it so I can provide that information timely. Thanks in advanced! Link to comment Share on other sites More sharing options...
kyago8 Posted May 29 Author Share Posted May 29 I noted that extracting the .bsa's into the game folder itself could be a potential problem (something with memory maybe?) and moved them to their own folder in documents. This still hasn't resolved my issue, just wanted to eliminate that as a possibility. Link to comment Share on other sites More sharing options...
kyago8 Posted May 29 Author Share Posted May 29 I have no idea what I did differently, but it's resolved. Making mods is really a head scratcher, especially with this archaic tech. Link to comment Share on other sites More sharing options...
madmongo Posted June 3 Share Posted June 3 I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. Make sure you export things from Blender correctly. Using the wrong export options is usually what trips most people up. Link to comment Share on other sites More sharing options...
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