Menorius Posted March 16, 2015 Share Posted March 16, 2015 I thought i would try my hand at modding by just replacing a beard. I was able to use 3dsmax to import a nif file, and modify the mesh. I then exported the mesh as an obj and put it back into nifscope while i had the original beard mesh selected, so that my new mesh replaced the old one. It imported fine, and i could see the mesh in nifscope, the normals were facing the same way, etc but the mesh in game does not show up. Is there anything else i have to do in nifscope to get the game to recognize my new mesh? I only modified an original mesh to change its size and shape, by moving verts around. I didnt add or remove verts or polys. Link to comment Share on other sites More sharing options...
madmongo Posted March 16, 2015 Share Posted March 16, 2015 I've never used 3dsmax but blender often ends up screwing up the BSShaderFlags. Just look at the old nif and the new one you created to look for any differences. There are also different settings in the nif tools in blender that you have to set correctly when importing and exporting. I assume that the 3dsmax versions of the nif tools have similar settings. You may need to adjust those. Link to comment Share on other sites More sharing options...
Menorius Posted March 17, 2015 Author Share Posted March 17, 2015 I exported a obj file from 3dsmax and imported the obj into nifscope, when it asked if i wanted to replace the selected mesh with the new one i said OK and the mesh was replaced. Im not sure if that is the right way to do it or not, but I attached the nif file to this post for reference. Link to comment Share on other sites More sharing options...
nivea Posted March 17, 2015 Share Posted March 17, 2015 You need the mesh to be a .NIF not a .Obj, you can then most likely replace the bread correctly. But you also need to make a new .egm if it has any more or less Verts then the old beard. Link to comment Share on other sites More sharing options...
MBile Posted March 23, 2015 Share Posted March 23, 2015 if youre replacing standard egm files you might need to make sure the new nif and egm files are wrapped into a bsa file. if its anything like normal hair morphes, they wont read correctly outside the bsa file for some reason. It took me a loooooong time to get hair to show up properly before i figured that out. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 23, 2015 Share Posted March 23, 2015 if youre replacing standard egm files you might need to make sure the new nif and egm files are wrapped into a bsa file. if its anything like normal hair morphes, they wont read correctly outside the bsa file for some reason. It took me a loooooong time to get hair to show up properly before i figured that out. Loose egm files are sometimes ignored? :( Do you ever see that behavior with other forms of new headgear (say a original hat) and egms too? Link to comment Share on other sites More sharing options...
nivea Posted March 23, 2015 Share Posted March 23, 2015 if youre replacing standard egm files you might need to make sure the new nif and egm files are wrapped into a bsa file. if its anything like normal hair morphes, they wont read correctly outside the bsa file for some reason. It took me a loooooong time to get hair to show up properly before i figured that out. Loose egm files are sometimes ignored? :sad: Do you ever see that behavior with other forms of new headgear (say a original hat) and egms too? For hair only, hats and headgear all work but FNV broke the hair egm so they need to be packed in a .bsa to work. Now I do not know if this counts for beards or not since while they are hair they are not in the hair slot. Link to comment Share on other sites More sharing options...
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