fume0101 Posted February 15, 2011 Share Posted February 15, 2011 (edited) I have been attempting for the last couple days to copy>branch, paste>branch, scale/postion, and then transform>apply a piece of a helmet I am working on from one mesh to another with Nifskope. It looks fine in Nifskope, but when I load up the model in GECK, the piece I am attempting to scale and position ends up resting near the base of the neck, and none of the changes I made to the piece 'stick'. I have utilized the same process for other mesh pieces, even on the same model. It's as though, at some point along the way, the .nif just stops accepting changes you impose upon it. Essentially forcing you to start over, but I keep encountering the issue at the same section I try to edit. Finding no way to resolve this with Nifskope alone, I downloaded and installed all the necessary files to get Blender up and running, imported the .nif, and scaled/positioned the mesh there. I then exported the mesh as a new .nif, and loaded it up in GECK, but the entire helmet has become invisible. It still shows up in blender, and Nifskope, but is gone in GECK. I would like to request the aid of someone familiar with editing meshes to help me resolve this issue. I would very much appreciate any assistance, and those who do will of course be credited for their work. In case anyone is wondering, the helmet I am working on is for my mod: NCR Rearmament Edited February 15, 2011 by fume0101 Link to comment Share on other sites More sharing options...
davidlallen Posted February 15, 2011 Share Posted February 15, 2011 Please read the pinned hat thread in the adjacent mod talk forum. Often the problem is that headgear is "sideways" and this tip fixes it. Link to comment Share on other sites More sharing options...
fume0101 Posted February 15, 2011 Author Share Posted February 15, 2011 (edited) Please read the pinned hat thread in the adjacent mod talk forum. Often the problem is that headgear is "sideways" and this tip fixes it.Thanks for the tip on that forum post. While I will likely find it useful at some point, my mesh has not been added into an .esp in the GECK yet. I merely check the model in GECK first to ensure that it loads it properly. Therefore, there is no .esp to edit with FNVedit. Again, thanks for the assist, but it doesn't pertain to my issue. Edited February 15, 2011 by fume0101 Link to comment Share on other sites More sharing options...
davidlallen Posted February 15, 2011 Share Posted February 15, 2011 I am pretty sure this is your problem. Once you add the model in geck, save it, use fnvedit to change the flag, and then look again, either in geck or in game. The problem is that geck seems to do the wrong thing when you add the model, and only fnvedit can fix it. Link to comment Share on other sites More sharing options...
fume0101 Posted February 15, 2011 Author Share Posted February 15, 2011 Okay, I will give it a shot and report back. To clarify; the helmet is not tilted sideways. The mask portion of the helmet I am working with drops down to about the height of the base of the neck, but the rest of the pieces are in the locations I scaled/positioned them to. Link to comment Share on other sites More sharing options...
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