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Need Help Getting an Armor From Blender into the Game


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I got this working about a year ago now, and then life happened and I had to step away from my computer for a few months while I juggled work and family matters. Now I came back and have realized I completely forgot what it was that I did to make this work.

 

I'm trying to get a custom armor to show up in game, but I think I'm having trouble in the process in between exporting from Blender, and getting it in game. The armor looks fine in NifSkope, and looks like it's structured correctly (at least to my untrained eyes), but as soon as I boot up the game and equip the armor, my character's body turns invisible and only their hands and head are able to be seen.

 

I used Blender to mash the armor together from different sources, mainly vanilla assets, and then imported the vanilla Fallout New Vegas skeleton.nif as a parent for all objects in the scene. Then I exported the entire Blender file as a .nif, and did all of the easy GECK work to get it to show up in game.

 

I'll leave a MediaFire link to the entire mod; nif files, .esp, and blender files. https://www.mediafire.com/?0v0n70jbwk84z0l

 

If anyone would care to take a look and offer insight as to what I'm doing wrong, it would be much appreciated and met with a kudos/crisp high five. (Whichever you prefer)

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SeraphimDreams - Hello!

If you've rigged it in Blender properly then the likely cause of it not showing up when worn in game is not having set the correct shader (SF_Skinned) in Nifskope.

I only had time to take a quick peak at your model & it is indeed missing the SF_Skinned flag setting.

To set the shader In Nfskope you need to left click the armor to highlight it's NiTriStrip block.

Expand the NiTriStrip's details by left clicking the arrow next to it.

Within that locate it's BSSHaderPPLightingProperty, left click it to bring it's details up in Block Details.

Within that find Shader Flags, You'll see other shaders listed like SF_Specular etc., double left clicking that list will allow you to bring up a pull down window with a list of shaders.

From that list tick SF_Skinned & save you .nif.

If your armor is made of several parts then each part must have that shader set.

If your armor has flesh parts, like bare arms, they need the SF_Skinned shader ticked as well as SF_FaceGen.

Skin parts also need the "Shader Type" (above Shader Flags) changed to SHADER_SKIN.

Note that whenever you import the armor into Blender, on export the shaders will be reset to default & you'll need to change them back again.

 

"Now I came back and have realized I completely forgot what it was that I did to make this work."

 

I frequently need to refresh my memory on armor, put it down to old age here. :D

There's an excellent tutorial on making armor that I often refer back too:

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1

this part deals specifically with adding weights:

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1#Add_weights_to_the_armour

Hope this helps!

Prensa

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To set the shader In Nfskope you need to left click the armor to highlight it's NiTriStrip block.

 

Expand the NiTriStrip's details by left clicking the arrow next to it.

 

Within that locate it's BSSHaderPPLightingProperty, left click it to bring it's details up in Block Details.

 

Within that find Shader Flags, You'll see other shaders listed like SF_Specular etc., double left clicking that list will allow you to bring up a pull down window with a list of shaders.

 

From that list tick SF_Skinned & save you .nif.

 

If your armor is made of several parts then each part must have that shader set.

 

If your armor has flesh parts, like bare arms, they need the SF_Skinned shader ticked as well as SF_FaceGen.

 

Skin parts also need the "Shader Type" (above Shader Flags) changed to SHADER_SKIN.

 

Note that whenever you import the armor into Blender, on export the shaders will be reset to default & you'll need to change them back again.

 

 

 

When doing this do you simply need to add the SF_Skinned shader to the ones already listed? Or do you need to disable the default ones and leave only the SF_Skinned shader?

 

Nevermind I just added the SF_Skinned shader and it worked right off the bat.

 

I also realize you're the same person who helped me back when I was trying my hand at this the first time. Thanks a bunch^2, it's always the little thing I miss and it's always great to have a second pair of eyes look over. You've been a great help, keep doing you and being awesome! :)

Edited by SeraphimDreams
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SeraphimDreams - Hello!

"When doing this do you simply need to add the SF_Skinned shader to the ones already listed? Or do you need to disable the default ones and leave only the SF_Skinned shader?"

Add SF_Skinned to the list, leave the others as they are.

Blender leaves some shader flags be on export but always removes others like SF_Skinned & SF_Environment_Mapping.

"Nevermind I just added the SF_Skinned shader and it worked right off the bat."

Great! That SF_Skinned missing from Blender exported armor is always the first suspect on invisible armor. :)

"I also realize you're the same person who helped me back when I was trying my hand at this the first time."

That's neat, I had actually Googled to bring up an old help post of mine in order to copy/paste some of the reply without noticing that it was from my original reply to you! :D

"Thanks a bunch^2, it's always the little thing I miss and it's always great to have a second pair of eyes look over. You've been a great help, keep doing you and being awesome! "

No problem, glad to have been able to help & thanks for the kind words.
I frequently forget that SF_Skinned shader myself until the armor does not appear in game. :)

Best of luck with your new armor creations.

Prensa

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