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Porting gear from FO3 to FNV - nif won't render in GECK


DrCube

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I am trying to port the Jack Harper Oblivion mod from Fallout 3 to Fallout New Vegas.

 

http://www.nexusmods.com/fallout3/mods/20251/?

 

It's gear only (two guns, a knife, a hat, goggles, and a uniform) so TESsnip makes it pretty easy; copying all the records save the WRLD records was pretty much all I had to do. I can view and place all the objects in the New Vegas GECK save the hat and goggles. For those two items, I get the red exclamation marker error. The world models, BaseballCapYankees01go.nif and gogglesOblivion01go.nif, are the ones giving me the problem. The male biped models BaseballCapYankees01.nif and gogglesOblivion01.nif render/preview just fine. I've double and triple checked the paths to the nif files using the GECK and FNVEdit and the paths looks good. I can place the guns, the knife, and the uniform in the game world but when I try to place the goggles or the hat I still get the red exclamation marker. Anybody have any ideas on what would cause that?

Note 1: I did toggle archive invalidation after I installed the ported esp file into New Vegas.
Note 2: Using nifskope, I can view the world models BaseballCapYankees01go.nif and gogglesOblivion01go.nif so the geometry and textures look sound. I've double checked the path to the dds files inside the nif files too. Why would they still not render in the Fallout New Vegas GECK?
Note 3: The world models BaseballCapYankees01go.nif and gogglesOblivion01go.nif do render/preview fine in the Fallout 3 GECK. I believe the NIF model/file format remains the same between Fallout 3 and New Vegas so I don't think it's a file format issue. Is there something I need to manually edit when copying the records via TESsnip.
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Note 3: The world models BaseballCapYankees01go.nif and gogglesOblivion01go.nif do render/preview fine in the Fallout 3 GECK. I believe the NIF model/file format remains the same between Fallout 3 and New Vegas so I don't think it's a file format issue. Is there something I need to manually edit when copying the records via TESsnip.

 

 

I am not a graphics expert, but I have seen ports from Fallout 3 to New Vegas where the world model did indeed have issues. I am probably describing it wrong, but the issue is that the collision for the world model needs to be modified to work in New Vegas. I believe it can be done in nifskope, but you would need a graphics person to tell you exactly what to modify though.

 

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Note 3: The world models BaseballCapYankees01go.nif and gogglesOblivion01go.nif do render/preview fine in the Fallout 3 GECK. I believe the NIF model/file format remains the same between Fallout 3 and New Vegas so I don't think it's a file format issue. Is there something I need to manually edit when copying the records via TESsnip.

 

 

I am not a graphics expert, but I have seen ports from Fallout 3 to New Vegas where the world model did indeed have issues. I am probably describing it wrong, but the issue is that the collision for the world model needs to be modified to work in New Vegas. I believe it can be done in nifskope, but you would need a graphics person to tell you exactly what to modify though.

 

 

Thanks for this tip/lead. I'll investigate. At first I thought I got a file path wrong but I've checked that many times over using the GECK and FNVedit to make sure the path was correct. Even if I somehow screwed that up I should still be able to right click on a .nif file and open it to quickview it in the GECK but even that fails. Just like when I bring up the GECK normally, I can view the male biped models but not the world models. So, that does make me think there is something not quite right in the world model .nif files themselves. Something subtle between Fallout 3 and New Vegas would explain it.

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