RadioactivatedRed Posted April 10, 2016 Share Posted April 10, 2016 Disclaimer: I have absolutely no idea what I am doing. Everything I've made has been following the "winging it" school of thought. So this may be something stupid and obvious I am missing. If it is, please do not assume whatever the normal fix is would be something I've already tried, since there's a good chance it isn't. So, I made some retextures of the diner booth. They look great, show up in game, show up in the crafting menu, all seems a-OK. Except once they're placed, they have no collision to speak of. They can't be highlit to be moved or scrapped, they can't be sat on by player (although npcs do use them), and you can walk straight through them. I've got no idea what I did wrong here. It isn't a new nif or anything, it's just a renamed vanilla mesh I pulled with bae, so I don't think that would be the problem- the only changes there were in the texture and material file paths. I double checked my work in fo4edit against the diner booth in Homemaker and in Elinora's mod, to see if there was something I missed since I know those work perfectly, but it looks like there's nothing weird going on. I've got zero clue, to be honest, and any help is greatly appreciated. I've re-skinned a ton of different things before and never run into this issue until now, so I'm at a loss. In case it helps, screenshots from fo4edit: http://imgur.com/a/W52gs Link to comment Share on other sites More sharing options...
Ethreon Posted April 10, 2016 Share Posted April 10, 2016 Either your removed the BSX node, or you unchecked the Enable Collision flag in the BSX, or you deleted the collision itself from the nif file. Of use would be a pic with the structure of the nif file, not the xEdit entry. Link to comment Share on other sites More sharing options...
RadioactivatedRed Posted April 10, 2016 Author Share Posted April 10, 2016 Does this help? I wasn't sure what to screenshot, so I uploaded the whole nif to dropbox.https://dl.dropboxusercontent.com/u/18083754/DinerBooth01.nif Link to comment Share on other sites More sharing options...
Ethreon Posted April 10, 2016 Share Posted April 10, 2016 Nif seems ok except for the isolated BSShader. Where is that supposed to go? https://gyazo.com/0010bd810fdcd58cba693914e29876f0 Link to comment Share on other sites More sharing options...
RadioactivatedRed Posted April 10, 2016 Author Share Posted April 10, 2016 Weird... that should be under the previous line, it's for the seats themselves. Let me see if fixing that will sort everything out. I didn't have it in nested view so I never caught it before. Link to comment Share on other sites More sharing options...
MissElly Posted April 10, 2016 Share Posted April 10, 2016 I have a similar issue but mine is with BSLightingShaderProperty and BSShaderTextureSet, says it is an unknown node. So none of my textures work. Link to comment Share on other sites More sharing options...
RadioactivatedRed Posted April 12, 2016 Author Share Posted April 12, 2016 Just to confirm- deleting that weird extra record solved the problem! Link to comment Share on other sites More sharing options...
Ethreon Posted April 12, 2016 Share Posted April 12, 2016 No clue why, but glad you fixed it. Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 12, 2016 Share Posted April 12, 2016 I had the same problem when I was first tinkering about with glass textures and didn't catch a similar mistake. If you accidentally get one of those records outside of the nodes where it belongs, Nifskope will handle it just fine but the object in game has no collision. Link to comment Share on other sites More sharing options...
jeffglobal Posted April 13, 2016 Share Posted April 13, 2016 (edited) I have a similar issue but mine is with BSLightingShaderProperty and BSShaderTextureSet, says it is an unknown node. So none of my textures work.http://i.imgur.com/f6xnuYK.jpghttp://i.imgur.com/2aZLdmI.jpg Look carefully. The BSSubIndexTrishape uses THE NUMBER 47, then the program knows to reference the BSLightingShaderProperty on line 47. The BSLightingShaderProperty uses 48 which points to the BSShaderTextureSet.You literally just double click and type in the number to the left of the line you want to use in the block details, hit enter, and it then rewrites the full name. This is different than when I showed you to replace the txt field, where you had to use a right click menu "Edit String Index" when you want to add the material file to the BSSubIndexTrishape or for you NiTrishape. Edited April 13, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
Recommended Posts