Waaaghbafet Posted December 6, 2011 Share Posted December 6, 2011 this is lame...i have dwarven boots that i took from the stock game (the model and texture) ... retextured it, and remade the model to point to the texture...i haveARMO renamed, renumbered dwarven boots (with a new dwarvenboots_GO MOD2) , the MODL of ARMO points to a new renamed renumbered ARMA ... i took the models dwarvenboot_0 and dwarvenbootF_0 (the ARMA models MOD2 and MOD3) and made the paths point to the new texture... and when i equip the boots...its invisible... like my legs are chopped off/ invisible. as far as i can tell i did everything right... wtf???...and its not nifskopes problem... my new swords work perfectly... Should upload the .esp and post here.Note I won't be home for like 7 hours :(At work Unless you figure it yourself or somebody else has suggestions :) Link to comment Share on other sites More sharing options...
isoku Posted December 6, 2011 Share Posted December 6, 2011 (edited) So I've been trying to get the game to use a new texture with a new formID for a specific spell impact decal. I did this by creating a new listing under TXST and then setting the path for the specific spell to use that new formid. Everything works but if I save a game with the decal present, uninstall the mod, and try to load up the save, the game CTDs. The only solution to this problem that I know of is to move into a different cell without the lingering texture decal and then saving before uninstalling. Now this is a little too complicated for the general population so I was wondering if anyone here has any ideas to get around this easier? Edited December 6, 2011 by isoku Link to comment Share on other sites More sharing options...
CaoMengde777 Posted December 8, 2011 Share Posted December 8, 2011 (edited) Should upload the .esp and post here.Note I won't be home for like 7 hours :(At work Unless you figure it yourself or somebody else has suggestions :) okay heres the mod im working on, far far far from finished but yeah, the swords work perfect in game, i cant get the boots or circlet to work.i figured out for the enchanted sword to work the CNAM points to the unenchanted version (the "dumb" entries are there for just that). TNAM on armors ... maybe i have that wrong on the armor?? but the sword works in game.i havent finished with everything to do for the circlet cause i figured id get the boots to work first "feet of icarus" Edited December 8, 2011 by CaoMengde777 Link to comment Share on other sites More sharing options...
CapitanNemo Posted December 8, 2011 Share Posted December 8, 2011 Hello everyone. Sorry, but this is one more stupid question about NifScope from one more complete newbie. My original intention was to import some weapons from another game, but I had failed on step 2 of manual (or at least I think so) even without working with external meshes. I extracted mesh of Iron Sword (1stpersonlongsword.nif) from Skyrim with Fallout Mod Manager, and if I put it in ".../Skyrim/Data/Meshes/weapons/iron/" it works properly (so mesh of Iron Sword itself is not broken). Probably I do some trivial mistake since I have no experience in TES modding… ...But if I open mesh in NifScope I get a lot of error messages (see picture below). If I try to save it and replace original mesh with re-saved one (I change nothing, just open the original mesh and save it without changes) I get the game crushed. It simply stops when I try to equip Iron Sword and hangs; only way to close it is use Alt+Ctrl+Del or reboot. As far as I understand game cannot read the original mesh re-saved via NifScope. One more issue you can see on screenshot is that BSShaderTextureSet's leave their original parent directory (BSLightingShaderProperty). I tried to reattach it via BSLightingShaderProperty ->TextureSet, but got the same result after importing mesh into the game. http://dl.dropbox.com/u/9130441/TES_modding/NifScopeProblem_preview.jpg P.S. sorry if my English is quite imperfect, it isn't my native language. Link to comment Share on other sites More sharing options...
jaysus Posted December 8, 2011 Author Share Posted December 8, 2011 step two is important--- if you ignore it you WILL fail... just click the link and save the file you get into your nifskope installation directory Link to comment Share on other sites More sharing options...
CapitanNemo Posted December 8, 2011 Share Posted December 8, 2011 (edited) step two is important--- if you ignore it you WILL fail... just click the link and save the file you get into your nifskope installation directoryHmm... I have done it. I downloaded the file and replaced original nif.xml with new one. Without it NifScope do not open Skyrim meshes at all. With "patched" nif.xml program opens meshes, but shows errors in post above. ---added--- Just wondering... Which version of NifScope new nif.xml is supposed to be used with? Edited December 8, 2011 by CapitanNemo Link to comment Share on other sites More sharing options...
joefantana Posted December 9, 2011 Share Posted December 9, 2011 (edited) forget what i asked, i managed to figure it out i was reading it completely wrong.... http://i846.photobucket.com/albums/ab27/ryujin_jaka/Screenshot5604.png also, i would hug you right now... just sayin Edited December 10, 2011 by joefantana Link to comment Share on other sites More sharing options...
uruku7 Posted December 9, 2011 Share Posted December 9, 2011 I have the same problem as Captain Nemo. I also downloaded and replaced the nif.xml. Any ideas, anyone? Link to comment Share on other sites More sharing options...
Phate3 Posted December 9, 2011 Share Posted December 9, 2011 Can someone tell me what i need to change in the BSLightiningShaderProprierty to reduce the gloss? I'd like to reduce the light reflections. Here's a screenshot of the shader, thanks :)http://i.imgur.com/2130P.jpg Link to comment Share on other sites More sharing options...
nevenbridge81 Posted December 9, 2011 Share Posted December 9, 2011 Hi, i am trying to load a new mesh inside a nif file with nifscope. i exported the original obj from nifscope, modified the mesh with blender and then reimported the mesh. What i get ingame is this http://img638.imageshack.us/img638/5971/28896796.jpg i have followed every step suggested in the first post but i cannot understand where is the problem. In nifscope i have this problem anyway. The new imported mesh is a traslated higher http://img4.imageshack.us/img4/3601/57199253.jpg Link to comment Share on other sites More sharing options...
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