bombchu Posted May 14, 2016 Share Posted May 14, 2016 (edited) Hello :smile: I'll start by saying that I'm very new to modeling in general, and especially to Nifskope. I used the tutorial linked at the bottom to get the .nif, but the Creation Kit crashes whenever I try to import it. The tutorial basically tells me to open an existing FO4 .nif and replace the existing mesh with mine, attaching and re-routing references as necessary. I think I'm beginning to understand a lot of the information attached to the mesh in Nifskope and I believe everything I currently understand is correct. I'd like to see if a more experienced modder could have a look at it and tell me exactly where the problem is. edit: forgot to mention that I used "MilkBottle_Prewar.nif" as the container for this. Thanks! The YouTube tutorial, in case you're curious. Edited May 16, 2016 by bombchu Link to comment Share on other sites More sharing options...
TrickyVein Posted May 14, 2016 Share Posted May 14, 2016 Could be that the root NiNode and the BSTriShape share the same string name, even though they're different strings in the header information. Try modifying one or the other to make them both unique. Link to comment Share on other sites More sharing options...
bombchu Posted May 14, 2016 Author Share Posted May 14, 2016 Nope, still crashes :/ Thanks for looking at it. Is there something on the Creation Kit side of things that cause it to crash? Like some texture/material pathing issue or something? Link to comment Share on other sites More sharing options...
Ethreon Posted May 14, 2016 Share Posted May 14, 2016 Could be that the root NiNode and the BSTriShape share the same string name, even though they're different strings in the header information. Try modifying one or the other to make them both unique.Mine crashes always if I don't change the names, so that is a venue. Link to comment Share on other sites More sharing options...
bombchu Posted May 14, 2016 Author Share Posted May 14, 2016 Could be that the root NiNode and the BSTriShape share the same string name, even though they're different strings in the header information. Try modifying one or the other to make them both unique.Mine crashes always if I don't change the names, so that is a venue. Yea, I changed them and I'm still crashing. Thanks though :) Link to comment Share on other sites More sharing options...
TrickyVein Posted May 14, 2016 Share Posted May 14, 2016 Did you make the material with the CK or with other tools? Try making it with the CK. Here's something you can do to troubleshoot and narrow down your issues:Copy and paste the BSTriShape into another .nif which you know works. Use the BSShaderLightingProperty of the other .nif, which you know works.If it crashes, then something is screwy with the mesh, somehow. (Remember to update the children array and rearrange your mesh to be in the first position after pasting.)If not, override the material path in the BSShaderLightingProperty with your material. If it crashes, the material isn't a valid one or the path is incorrect.There's nothing obvious that's jumping out about this one. Where'd the collision object come from? Are you using beth's exporter or copying/pasting from another mesh? Link to comment Share on other sites More sharing options...
bombchu Posted May 14, 2016 Author Share Posted May 14, 2016 Did you make the material with the CK or with other tools? Try making it with the CK. Here's something you can do to troubleshoot and narrow down your issues:Copy and paste the BSTriShape into another .nif which you know works. Use the BSShaderLightingProperty of the other .nif, which you know works.If it crashes, then something is screwy with the mesh, somehow. (Remember to update the children array and rearrange your mesh to be in the first position after pasting.)If not, override the material path in the BSShaderLightingProperty with your material. If it crashes, the material isn't a valid one or the path is incorrect.There's nothing obvious that's jumping out about this one. Where'd the collision object come from? Are you using beth's exporter or copying/pasting from another mesh? I used a material editor that I got on Nexus to edit an existing material. That seems unlikely to be the cause because I just uploaded a mod in which the same editor was used without issue. I'll try it though. And yea, everything in the .nif including the collision is from "MilkBottle_Prewar.nif" except for the BSTrishape and the material. Could it be related to the to the .obj export settings that I used (left as default) in Blender? Thanks Link to comment Share on other sites More sharing options...
DarthWayne Posted May 15, 2016 Share Posted May 15, 2016 Tried some things: 1. After deleting the BsLightingShaderProperties I could add it im CK without crash.2. Using a working BsLightingShaderProperties caused the crash again. Try exporting to fbx in Blender and make sure the settings of your nif exporter are correct. Link to comment Share on other sites More sharing options...
ad3d0 Posted May 15, 2016 Share Posted May 15, 2016 (edited) Try changing "shader type" for BSLightningShaderProperty to Defaulthttp://i.imgur.com/hX95QFV.pngAlso you should point it to existing material. Edited May 15, 2016 by ad3d0 Link to comment Share on other sites More sharing options...
bombchu Posted May 15, 2016 Author Share Posted May 15, 2016 Tried some things: 1. After deleting the BsLightingShaderProperties I could add it im CK without crash.2. Using a working BsLightingShaderProperties caused the crash again. Try exporting to fbx in Blender and make sure the settings of your nif exporter are correct. Strange, I still could not import it even after deleting the BsLightingShaderProperties. I also tried exporting as .fbx in Blender, with identical results. Do you happen to know the proper export settings for Blender 2.76? Try changing "shader type" for BSLightningShaderProperty to Defaulthttp://i.imgur.com/hX95QFV.pngAlso you should point it to existing material. Changing the shader type also didn't work. Also, the material exists on my system, thanks for the suggestion though. Link to comment Share on other sites More sharing options...
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