TheRizzler1 Posted August 18, 2016 Share Posted August 18, 2016 Hi guys. Why is my mesh displaying as pink inside the CK when I preview it? I can't see anything wrong with the BGSM. Displays just fine ingame too. Trying to use the seethrough scopes framework if that gives any clues (I've seen this happen when previewing meshes from other mods too) Link to comment Share on other sites More sharing options...
MasterMagnus Posted August 18, 2016 Share Posted August 18, 2016 Possibly the .nif has a Bounding Box or Collision Node using the mesh geometry rather than a simpler shape? If I knew what the 'Pink' highlight means I could provide a better guess. Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 18, 2016 Author Share Posted August 18, 2016 Thanks for the quick reply! The pink is annoying since I'm only trying to preview the textures and it's slowing me down to have to start the game. I'm using the CombatSight_1.nif from the seethrough scopes framework and just imported my mesh into the .nif as usual. I think the CombatSight_1.nif is based from the hunting rifle reflex circle sight judging by the bhkNPCollisionObject. Link to comment Share on other sites More sharing options...
chucksteel Posted August 18, 2016 Share Posted August 18, 2016 Elianora told me this about the pink previews. " the pink effect in CK can be fixed by cut and copypasting BSLightingShaderProperty from them vanilla signs, then pathing the textures." Hope it helps Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 18, 2016 Author Share Posted August 18, 2016 Copying the BSLightingShaderProperty from the vanilla hunting rifle circle reflex sight, assigning it to my scope mesh and changing the textures back worked. Thanks! Now to figure out this seethrough scopes thing, there's only documentation for FO4Edit and not for CK. Might have to post another thread unfortunately Link to comment Share on other sites More sharing options...
cedaie Posted October 18, 2016 Share Posted October 18, 2016 Just in case anyone else finds this issue. It's specifically the FSF1_Own_Emit shader flag that causes this, from my testing. Popped that in and it works fine. Link to comment Share on other sites More sharing options...
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