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Issue with certain modifiers when used on imported nifs


mindboggles

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I've struck this issue from time to time when I'm editing nif meshes that have been imported into 2012, not the end of the world but it's a hassle to work around.

 

There are a couple of modifiers that work fine for meshes created within 3DS but cause CTD when you try to apply them to imported nifs, namely the Boolean operators and Cap Holes. Has anyone encountered this or know of a fix?

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Try convert it to an Editable Poly and then back to an Editable Mesh. It seems to fix certain things, but I couldn't give an explanation.

 

Also, a lot of Bethesda's models aren't closed objects - try selecting all the vertices of the mesh, then click "Weld Vertices" (maybe set it to 0.01 or something so it only welds vertices at the same xyz position). Hopefully that helps. :)

Edited by billyro
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  • 4 weeks later...

I have played with things like that to try and stop it from happening. Just found another maxscript that hates the imported nifs, Skin Utilities which makes it hard to copy skin weights. :wallbash:

 

I'm wondering if there's something lurking in the object properties that's causing it?

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