Gwyvern Posted November 4, 2010 Share Posted November 4, 2010 hello, after making some guns i decided to try my hand at an armor type mod, and it was working up untill i tried to equip it in-game, when the game crashed. (i tried several times, this is a 100% occurance) at first i thought it might be the lack of any texture whatsoever (uses the deathclaw texture so i didnt bother to apply it as i wanted to make sure the model worked first) so i tried putting on somthing like the 10mm pistol texture just to check, but it still crashes. i went from blender>export using correct settings (i think), open in geck, preview (the model shows up fine but the texture, no matter what i set it to is a dark black, that atlesed responds to lighting) and then put it in game like that, then pick it up from a box, then equip it, as i clicked it to equip, game crashes. if anyone can tell me what i did wrong that would be great. also, regarding the texture, to get the deathclaw texture to show up in the list i need to use nifscope right? can anybody direct me to the proper tutorial on how to do this as i have not used nifscope yet and the program confuses the hell out of me. Link to comment Share on other sites More sharing options...
dieangel68 Posted November 4, 2010 Share Posted November 4, 2010 What tool did you use to make the modification? Link to comment Share on other sites More sharing options...
Gwyvern Posted November 4, 2010 Author Share Posted November 4, 2010 blender Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 4, 2010 Share Posted November 4, 2010 Import your nif into blender. In object mode, select -> all by type -> meshh to hideselect -> all by type -> armaturedeletealt+h to unhide your meshesright click on one of your objects, then select -> all by type -> mesh againfile -> import -> netimmersebrowse to meshes/characters/_male and choose skeleton.nif. If it's not there, you need to extract it from the fallout -meshes.bsa file.Make sure 'import skeleton only + parent selected' is ticked and click ok.Once it's done you should see that everything is selected. Select the skeleton only and file -> export -> netimmerse You can right click on your nif file and 'view' in geck. If it doesn't crash there it will most likely be fine in game. Link to comment Share on other sites More sharing options...
Gwyvern Posted November 4, 2010 Author Share Posted November 4, 2010 if i select the skeleton only what do i do with it? or when i export the skeleton does it bring everything with it as far as the GECK is concerned? (not at home yet so i cannot try it yet) also its a helmet, would that affect anything? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 4, 2010 Share Posted November 4, 2010 Selecting the skeleton and exporting takes everything with it (that it is parented to). Headgear is different though, and it depends what it's like how you go about it.If it's something that fully covers the head, you want to do it the way described above. If it's more like a hat, it's tricky (to me anyway) and I have never had any luck getting it right. Jaysus has a tutorial on headgears and I'm sure he knows what he's talking about, I've just never gotten a hat to come out like I expect. Link to comment Share on other sites More sharing options...
Gwyvern Posted November 5, 2010 Author Share Posted November 5, 2010 ok now when i try and export it it sais that i cannot export because of unweighted vertecies, and it goes on to select the unweighted verticies "so that they can be easily identified" and proceeds to select my entire helmet, what does this mean? i have never come across this error so i do not know how to fix it. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 5, 2010 Share Posted November 5, 2010 With all the vertices highlighted, click 'assign' next to material. Also a good time to choose the 'BP_HEAD' vertex group and hit assign there also.Then re-export. Link to comment Share on other sites More sharing options...
Gwyvern Posted November 5, 2010 Author Share Posted November 5, 2010 thanks, il do that when i get home, as for your hat problem, have you tried opening the human head file, and then positioning the hat based on that? (just wondering) i found it while looking for somthing to base my helmet's size off of, sory that i cant remember the exact file name/directory though ofcourse if you tried that i guess the whole point is null :P Link to comment Share on other sites More sharing options...
Gwyvern Posted November 6, 2010 Author Share Posted November 6, 2010 err....ive been looking arround for a while and i cannot find "assign" next to "material" what exactly is this referring to? (also vertex groups, i havent tried looking for them yet so il go do that now) Link to comment Share on other sites More sharing options...
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