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CK Custom Meshes


Quaz30

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So, I made a custom mesh in 3ds Max and converted it so it works with Fallout 4. The problem is, once I made a static in GECK using my model it doesn't crash (yet). The moment I exit the model data window is the moment when CK crashes. Normally, I would think that it's something with the mesh but that's not the case because as I said, I get the CK to load it and I can see it in model data window, rotate it and everything in short it works. But when I close my newly created static model data window it crashes instantly.

Does someone here knows what might be the issue? It's definetely not an issue with the nif, I checked it multiple times and everything is right.

Here is a screenshot, I can get to this spot:

http://i.imgur.com/tAS7pWw.jpg

When I close this window the GECK crashes as I said before.

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Aside from the Material error shown, which can be a headache tracking down, and most likely indicates a shader string index reference in the wrong place, I see no major errors in your screenshot, texture errors shouldn't crash things (but mebbe). Likely just a CK bug, I've found a few of those. Workin on a GaussRifle mod it's fine in FO4Edit/Nifskope, works in-game, but the CK CTD's every time I try to preview the custom'ed GaussRifleMagExtraLarge_1.nif file. So the CK is not a reliable "yardstick" all the time, which sucks. Try putting your obj into the world as a generic workshop_CO_furniture piece like a cardboard box or chair with generic textures and see if that works, then call it a TV and see what happens. Also, Nifskope has a sanitize function called check links, and texture sources, try both of those for info tracking down your material error.

 

And if you're just creating/modding "static" objects like Stimpaks or dressers, FO4Edit is about 200X easier to use than the CK (imho anyways.) CK is largely devoted to worldspace and editing it. I can add a custom mesh version of a desk in ~2 minits with FO4Edit, takes me half hr in the CK, and I STILL gotta "fix" a lot of stuff in FO4Edit anyways which takes me 2X longer than just using FO4Edit from the start, so what's the point? I use the CK to create .ba2 files when needed, preview meshes/collisions and that's about it. FO4Edit also handles overriding vanilla references super easy, no idea how to do that (or even IF you can) in the CK. But personal preference and all that, use the tools you use, man.

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I actually had an error similar to this where usually selecting the .nif would cause the CK to crash, but this one didn't.

My error was caused by forgetting to set the "Wet Material" in the .nif. It would load fine, but the second I applied it it would just crash the CK. Might be worth double checking all of your "BSLightingShaderProperty" have correctly set "Wet Materials".

 

http://i.imgur.com/UCCPdNX.png

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