WinterRanger97 Posted February 19, 2014 Author Share Posted February 19, 2014 (edited) The type is currently SHADER_DEFAULTThe flag is set to SF_Zbuffer_Test However, directly under those, there is an entry called Unknown Int 2, type int, value of 1. Could this be the problem, as Nifskope labels it as unknown? Edited February 19, 2014 by rjtrains Link to comment Share on other sites More sharing options...
JW1 Posted February 19, 2014 Share Posted February 19, 2014 Looking at an outfit I created, I have flags of SF_Specular, SF_Skinned, SF_Remappable_Textures and SF_Zbuffer_Test. Unknown Int 2 is 1 so I think that's ok. Link to comment Share on other sites More sharing options...
M48A5 Posted February 19, 2014 Share Posted February 19, 2014 I have added a couple of direct quotes from a nifskope tutorial I have been using to some success. There are a lot of tutorials available in the download section of the nexus. Just use the search phrase "NifSkope" or "Blender" Shadow Maps – If you are making an outfit, a body, or anything else to be worn by an npc, then you HAVE to have Shadow Maps selected for it to show up right. If not, it will not show up on the body, but you’ll occasionally catch glimpses of the full mesh floating around the room. Which is kind of funny, but obviously unworkable. It is the opposite if the mesh is NOT an outfit or body. If it is just an object then you should NOT have shadow maps selected. Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 20, 2014 Author Share Posted February 20, 2014 Looking at an outfit I created, I have flags of SF_Specular, SF_Skinned, SF_Remappable_Textures and SF_Zbuffer_Test. Unknown Int 2 is 1 so I think that's ok. I went in and checked to be sure these were marked on my addition, no dice. I have added a couple of direct quotes from a nifskope tutorial I have been using to some success. There are a lot of tutorials available in the download section of the nexus. Just use the search phrase "NifSkope" or "Blender" Shadow Maps – If you are making an outfit, a body, or anything else to be worn by an npc, then you HAVE to have Shadow Maps selected for it to show up right. If not, it will not show up on the body, but you’ll occasionally catch glimpses of the full mesh floating around the room. Which is kind of funny, but obviously unworkable. It is the opposite if the mesh is NOT an outfit or body. If it is just an object then you should NOT have shadow maps selected.I have marked shadowmaps as well, also no dice. Quite obviously Im missing something here. Link to comment Share on other sites More sharing options...
JW1 Posted February 21, 2014 Share Posted February 21, 2014 Would you be able to put the nif somewhere so we could take a look at it? Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 21, 2014 Author Share Posted February 21, 2014 Here you go:https://www.dropbox.com/s/rj0wbqt9wrdaa85/Mesh.zip Link to comment Share on other sites More sharing options...
M48A5 Posted February 21, 2014 Share Posted February 21, 2014 (edited) Have you put the new armor through Blender? Here is a link to tutorials for using Blender, NifSkope and GECK. These instructions apply to both Fallout 3 and Fallout: New Vegas. http://www.nexusmods.com/newvegas/mods/45444 I looked over the file you uploaded and I did not see any of the changes you said you made. After you made the shader changes, did you save the file? Edited February 21, 2014 by M48A5 Link to comment Share on other sites More sharing options...
JW1 Posted February 21, 2014 Share Posted February 21, 2014 The problem is that you have added your bandoleer under the Upperbody NiNode - it needs to be under the top-level Scene Root NiNode. Copy the NiTriStrips block from your source model, then right-click on the scene root NiNode in the jumpsuit model and select Paste. Rename the NiTriStrips block as Armsxx (where xx is a number). Link to comment Share on other sites More sharing options...
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