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Custom mesh not showing in game (exclamation mark), working fine in CK and Nifskope? (Solved)


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I want add a new custom mesh to my ancient 2016 building mod I have made before CK even came out, but I can't get my new mesh to show up in game 😕 I get a exclamation mark instead.

Mesh created, triangulated, slapped a basic texture on it. Exported .fbx to .nif  with Blender Pynilfy (F04 ),
and made adjustments (Shadermaterial, Collision, Flags) in Nifskope according to NifSkope Collision Tutorial - Fallout 4 and Skyrim: https://www.youtube.com/watch?v=ISRcNifg_R8

I tested the new mesh by simply replacing an existing, working mesh.nif of my old mod, but I get the exclamation mark in game for my new mesh. I'm at a loss here.

Any suggestions please?

Cinderwindow-min.jpg

Cinderwindow.nif

Edited by Username0815
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Well, that means it tries to load the mesh (so you have the correct 'loose files' settings, but there is something wrong with the mesh. (not the material or textures, as the mesh would show purple or something similar)

There is a chance the collision is the culprit, so try loading the nif without it, to see if that works. If not, you need to redo the export. (& check your mesh for any errors) & check the procedure you followed.

The one thing missing in your post, Elric. Did you 'finish' the mesh with Elric? If not, do so. That might help. (Collisions usually need to be finalized that way too) If you can still see the collision, its NOT a true FO4 collision yet! )

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Posted (edited)

Yes, I forgot to mention I ran the file through Elric, as instructed in the end. I tried it without collision too to no avail.

Edit: Got it! The issue was that the exported mesh was down scaled to 0.1, thus the engine probably couldn't render it. I re scaled it back and it is now correctly displayed. The collision did crash the game now, so I have to figure out how to properly apply it but thats progress 😀 Thanks for the analysis, this helped me to deduct the cause.

Edited by Username0815
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Just to let you know, the tutorial you followed is mostly for objects which should have havok interactions. Just making it "static" in the Rigid Body Info will suffice for most circumstances, but your object may still show havok behavior in certain situations. For instance: making your mesh part of a SCOL and then turning on havok will almost certainly result in the SCOL moving within the CK. I don't know the technical details behind all of it but the 3DSMax exporter for NIFs which was used by Bethesda has some scripts which set the correct values depending on the type of object you want to export.

Since I don't own max myself, a fellow modder was so kind to provide me with the values which max uses when exporting primitive/mesh/convex hull collision for static objects.  I can't guarantee that this is the best way to do it, but I've created hundreds of objects with custom primitive and convex hull collision this way in Nifskope with everything being tested properly(shooting at the objects/running into them/using them as part of SCOLs and precombined meshes) and I never ran into any issues. I don't know if you'll ever need those values but I wanted to provide them just in case:

Spoiler

>Entity Info

   Process Contact Callback Delay = 65535

 

>Rigid Body Info

   Motion System = MO_SYS_BOX_STABILIZED

   Solver Deactivation = SOLVER_DEACTIVATION_LOW

   Collision Response = RESPONSE_SIMPLE_CONTACT

   Process Contact Callback Delay 3 = 65535

   Quality Type = MO_QUAL_INVALID

 

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Hi, and thanks, I'm aware that the tutorial is intended for movable, lootable objects, but it seems to work for my application as well just fine. I'm unsure about the flag settings e.g. havok from the tutorial as well.

I do not have a 2014? Max version either, AFAIK this is the only one the Bethesda plugin is working with. Back in the day, I could not get the collision to work in Max, so I abandoned my project. Recently, I saw this tutorial and thought I could do it now. I use the Blender Pynilfy plugin to convert the .fbx mesh to .nif. and then create a mesh collider from itself in Nifskope. A simple convex collider would fill out the window. In my first test, the mesh collider worked great. 

Regarding your rigid body settings, my objects are set to static in rigid body. I will take these settings you provided into consideration, even tough it seems to behave as intended, apart from yet to be implemented snap points.

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Buildable items have 0 weight. no true havok. you wouldn't be able to move walls etc. otherwise and they would drop down from the sky 

 

the plugin is for 2013 btw. not 2014. although its possible to get it to work.

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