Username0815 Posted July 24 Share Posted July 24 (edited) 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.nif Edited August 4 by Username0815 Link to comment Share on other sites More sharing options...
RoNin1971 Posted July 24 Share Posted July 24 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! ) Link to comment Share on other sites More sharing options...
Username0815 Posted July 24 Author Share Posted July 24 (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 July 24 by Username0815 Link to comment Share on other sites More sharing options...
Username0815 Posted July 24 Author Share Posted July 24 (edited) And collision now works as well Thanks for the help @RoNin1971. With these tools and workflow, I can finally finish my mod I started back in 2016. Â Edited July 24 by Username0815 1 Link to comment Share on other sites More sharing options...
84Cronos Posted July 24 Share Posted July 24 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  Link to comment Share on other sites More sharing options...
Username0815 Posted July 25 Author Share Posted July 25 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. Link to comment Share on other sites More sharing options...
RoNin1971 Posted July 25 Share Posted July 25 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. Link to comment Share on other sites More sharing options...
pepperman35 Posted July 25 Share Posted July 25 These two vids from kinggath should help you wrt setting up collision in max. Â Â Â Link to comment Share on other sites More sharing options...
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