seekingthesun Posted April 22, 2016 Share Posted April 22, 2016 The weapon exist, it just crashes the game whenever it's viewed in the inventory. http://i.imgur.com/judahBg.pnghttp://i.imgur.com/vyug4om.png Link to comment Share on other sites More sharing options...
wubilyu Posted April 22, 2016 Share Posted April 22, 2016 (edited) For the world model (inventory) don't the TriShapes (1,2,5,8,9,10,11 on your .nif) all have to be 'BSTriShape' and not 'BSSubIndexTriShape'? Right click on each in Nifskope and convert to 'BSTriShape' - (Block - Convert - Bethesda - BSTriShape). Edited April 22, 2016 by wubilyu Link to comment Share on other sites More sharing options...
seekingthesun Posted April 22, 2016 Author Share Posted April 22, 2016 Okay, thanks, I converted them but it's still causing CTD when selected Link to comment Share on other sites More sharing options...
idlesheep Posted April 24, 2016 Share Posted April 24, 2016 In my experience using a BSSubTriShape in weapons doesn't crash the game, I don't care about converting them anymore (still sometimes I did that by habbit though). Link to comment Share on other sites More sharing options...
VIitS Posted April 25, 2016 Share Posted April 25, 2016 I could be completely wrong on this, but it might be a result of you having two TriShapes referencing the same BSLightingShaderProperty (1 and 9 reference 14, 10 and 11 reference 16). I had a nif crash the game when I did that, but I was doing a lot of things then (trying to get rotating collision mesh, which I have since learned requires a certain flag in the collision mesh itself, so not something I can do anything about), so it could have been something unrelated to dual referencing a property that caused the problem. Only other thing I can think of is it might be something weird in the flags for the main NINode (if the value is 14 then that isn't it). I don't see anything wrong with the record in xEdit, but I haven't spent much time playing around with them (the path to the mesh looks fine). Link to comment Share on other sites More sharing options...
Cancerous1 Posted April 28, 2016 Share Posted April 28, 2016 So far for me, nif's I've exported have crashed when I changed strings maybe excessively and had a lot of bloat in there and sometimes when i didn't change the unknown int's etc to values that matched working nifs. Also had to reboot and try to re-export once probably just because I was too low on free ram with 200 tabs open in chrome. Feels like voodoo sometimes but I'm not experienced with modeling. Link to comment Share on other sites More sharing options...
TrickyVein Posted April 29, 2016 Share Posted April 29, 2016 (edited) That .nif doesn't have any BSX flags, or parent/child connect points. If you aren't setting it up to use object modifications, then this doesn't matter so much, but then why break it into different nodes for different parts for the weapon? If you want to animate different parts of the weapon then you have to use specific names for nodes which can be found in any weapon which uses the animations you want to apply to your weapon. Also, none of the game's meshes for weapons use BSSubIndexTriShape blocks, so it's probably best to get rid of these to be sure they aren't causing problems. BSLightingShaderProperty's aren't duplicated and seem to be referencing a material, but check and see that they're referencing a valid 'wet' material as well, in block details. Edited April 29, 2016 by TrickyVein Link to comment Share on other sites More sharing options...
seekingthesun Posted April 29, 2016 Author Share Posted April 29, 2016 (edited) You mean like the entries named through strings? Also, I've repacked the nif with the rigth trishapes, still doesn't work Edited April 29, 2016 by seekingthesun Link to comment Share on other sites More sharing options...
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