jonas66 Posted January 14, 2011 Share Posted January 14, 2011 I'm in the process of porting in some of my often-used outfits from FO3. The ones that I've just put in, changing texture paths etc in nifskope have all been fine, but I'm having problems with the china dress, that I wanted to change a little bit. Here's the process I used. I took the basehd body and c/p'd the dress branch on top of it, in nifskope, along with a new shoe set. It was slightly mis-sized around the breasts so I went into blender and adjusted the mesh. Exported, and then changed all of the texture paths. Created the item in geck from the combat armor base. I've put a picture of the problem below. Basically, when I first equip the clothing it works fine. However, if I reload my save when I'm wearing it it goes all wonky. My left leg winds up sticking out at a bizarre angle, and the animation gets very screwed up due to this. If I change views the dress itself (not the boots), flickers in and out. And two holes appear in the body mesh. That's the Beware of Girls mesh, and those two holes appear in the mesh in nifskope, but on the whole don't actually show up in game except in this scenario. If this happens, I also can no longer access my pipboy, which is currently a readius. Any pointers on where in the process that I've gone wrong would be appreciated. I've gotten a couple other personal conversions to work just fine, even ones that I've altered in blender. http://i1080.photobucket.com/albums/j334/jonas_opines/ScreenShot110.jpghttp://i1080.photobucket.com/albums/j334/jonas_opines/ScreenShot111.jpg Link to comment Share on other sites More sharing options...
baduk Posted January 14, 2011 Share Posted January 14, 2011 (edited) Hi! Thats sounds real weird what u said about how the holes appear in nifskope and not in the game until you reload and everything. Well I think the holes are flipped normals, and u can select just the faces and make the normals point outward in blender. Then while your at it, try deleting the armature, select all the object things and import new skeleton + parent to seleted on a type 3 body nif. When u export that u can try it and see if there is still any problem. Another thing, is the dress is having alpha transparency, it may flicker if the flags is set wrong on it.Normally u want to put flag on 4845 so try that. for me, 4846 was better when i went into water or standing on a decal. I never had a sticking out limb tho. look on this thread it sounds similar.http://www.thenexusforums.com/index.php?/topic/288729-arm-stuck-in-out-stretched-position/ Edited January 14, 2011 by baduk Link to comment Share on other sites More sharing options...
jonas66 Posted January 15, 2011 Author Share Posted January 15, 2011 Well, I can say for certain that blender has nothing to do with it. I did the cut and paste in nifskope and it does the same thing. I have sort of a theory, though. On all of my cut and pastes from the other mods, it changed the name of the original branch when I pasted it onto the model. The names they renamed them too are all duplicates of other branches or blocks in the nif file. bip01 L Thigh, and the sort. It seems like the parts that are duplicated are the same ones that are causing problems in-game. Is there anyway to rename branches in nifskope without going into blender? Link to comment Share on other sites More sharing options...
jonas66 Posted January 15, 2011 Author Share Posted January 15, 2011 Haha, turned out that was the trick. I still don't know if you can rename in nifskope, but I did in blender (after solving some minor issues), and when I changed the name of the imported objects it fixed the problem. Link to comment Share on other sites More sharing options...
baduk Posted January 15, 2011 Share Posted January 15, 2011 Hi! Glad u fixed it. So. what was the name before and after that u changed it? on nifskope there is nitristrips blockname listed. its the first txt string on the block details list. U can change it there also. Link to comment Share on other sites More sharing options...
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