Crash180 Posted March 1 Share Posted March 1 (edited) I exported a simple nif from Blender with Pynifly, created my collision using havoc in Nifskope and when I went to change the material association afterward it was showing me SKY_HAV_MAT_NONE in that field instead of FO4_HAV_MAT_NONE. When hovering over BSX flags it only gives me Skyrim number codes as well. Things I've tried. Made sure Target Games was set to Fallout 4 when exporting. Looked through Nifskope settings. Did my collision through Outfit Studio. Tried with Nifskope 2.0 v7 and v10. Examined extracted Bethesda nif's and they behave the same. Variety of other things that I have forgotten. So, what have I missed? Edited March 1 by Crash180 Link to comment Share on other sites More sharing options...
AndalayBay Posted March 2 Share Posted March 2 Nifskope just got updated and the new version has been uploaded to the FO4 mod area. It’s listed in the top files. Link to comment Share on other sites More sharing options...
Crash180 Posted March 4 Author Share Posted March 4 I gave it a try on a few exports and while the materials association is now FO4 I am getting occasional parsing errors like below when creating Havoc collisions which I didn't before. I don't know what these mean and an internet search revealed nothing. bhkListShape [18]: Could not find "Num Unknown Ints" subitem. bhkListShape [18]: Could not find "Unknown Ints" subitem. A related question is there seems to be several different authors that have released Nifskope versions. Is this different people picking up from the previous author as time goes by? Link to comment Share on other sites More sharing options...
AndalayBay Posted March 4 Share Posted March 4 There seem to be two major development streams. Gavrant's branch seems to be focused on older games, while fo76utils is focusing on FO4 and newer games. I asked fo76utils about the older games and they say they have fixed a number of issues with the older games as well. I suggest checking out the new FO4+ release. Link to comment Share on other sites More sharing options...
Crash180 Posted March 4 Author Share Posted March 4 I did and that is the one giving me parsing errors. I don't know what is causing it or what impact it has so I am hesitant to use it. Gavrant I haven't come across. I've seen hexabits, eckserah, and Fo76utils. I did solve my original problem. I discovered there was a replacement nif.xml file. Not sure why it wasn't baked into the latest download. Link to comment Share on other sites More sharing options...
AndalayBay Posted March 4 Share Posted March 4 Here's version 2.0 Dev 9d. Previously that one had parsing errors, which could be ignored, but Gavrant has fixed them. I would report the parsing errors to fo76utils. Link to comment Share on other sites More sharing options...
Crash180 Posted March 5 Author Share Posted March 5 I tried version 9d and received the same parsing error. I don't with version 10. Maybe there is something in my files I've tested that is being caught by v9 & v11 or maybe they are seeing things. I don't know. Given my newness to all this I lack perspective. I think I will stay with version 10 if for nothing else it doesn't give me bad messages even though it crashes a lot. Turn the radio up load enough and those pesky car noises go away. Link to comment Share on other sites More sharing options...
fo76utils Posted March 5 Share Posted March 5 On 3/4/2025 at 5:34 AM, Crash180 said: bhkListShape [18]: Could not find "Num Unknown Ints" subitem. bhkListShape [18]: Could not find "Unknown Ints" subitem. These warnings should be fixed in the updated build here (you need to sign in to GitHub to be able to download the .zip files). Link to comment Share on other sites More sharing options...
Crash180 Posted March 6 Author Share Posted March 6 I'll give it another go. Thank you. Link to comment Share on other sites More sharing options...
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