jimhsu Posted November 28, 2011 Share Posted November 28, 2011 (edited) have you changed the body part in the dismember partition to something like 32(or whatever)? if you left it default then it' should be something like bp_torso or soemthing, which is wrong, and probably causes errors. Yea, did that. Fixed it by attaching the new mesh to an existing one (still makes multiple NiTriShapes in NifSkope though) so that I get objects like Gauntlets_3rdPerson_Hand:3 and redoing the skinning/BsDismember. Why having separate objects in 3dsmax doesn't work, I don't know. Edited November 29, 2011 by jimhsu Link to comment Share on other sites More sharing options...
Ghogiel Posted November 29, 2011 Share Posted November 29, 2011 have you changed the body part in the dismember partition to something like 32(or whatever)? if you left it default then it' should be something like bp_torso or soemthing, which is wrong, and probably causes errors. Yea, did that. Fixed it by attaching the new mesh to an existing one (still makes multiple NiTriShapes in NifSkope though) and redoing the skinning/BsDismember. Why having separate objects in 3dsmax doesn't work, I don't know. I have made an outfit, it's 4 separate mesh objects, and it works fine. :unsure: Link to comment Share on other sites More sharing options...
Enjoji101 Posted November 30, 2011 Share Posted November 30, 2011 I'm quite late to the party, but thank you very much for the tutorial! I'm a total noob at TES modding, and though I've already swapped in-game hair meshes - and that worked brilliantly - I'd like to try importing a custom hair mesh. I've never used 3DS Max (am a Milkshape user), but I'll give it a try with this tut and see what happens :)Thanks again Link to comment Share on other sites More sharing options...
OnlyOneWing Posted December 1, 2011 Share Posted December 1, 2011 (edited) Making the mesh playable seems to be the hard part... I made a sword and tried to swap out swords with one in the game... Every time I loaded my savegame which has the sword the game instantly crashes/closes. I'm not sure what I can do or what setting I have to change to correct this. Edited December 1, 2011 by OnlyOneWing Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 Making the mesh playable seems to be the hard part... I made a sword and tried to swap out swords with one in the game... Every time I loaded my savegame which has the sword the game instantly crashes/closes. I'm not sure what I can do or what setting I have to change to correct this.Me either. You haven't explained anything about what you did to get to where you are... Link to comment Share on other sites More sharing options...
OnlyOneWing Posted December 1, 2011 Share Posted December 1, 2011 Making the mesh playable seems to be the hard part... I made a sword and tried to swap out swords with one in the game... Every time I loaded my savegame which has the sword the game instantly crashes/closes. I'm not sure what I can do or what setting I have to change to correct this.Me either. You haven't explained anything about what you did to get to where you are... All I really did was use 3dsmax to export the mesh sword in .Nif format, I then opened it up in Nifscope and re-saved it after changing some of the settings. Then I replaced the imperialgreatsword.nif mesh. Instant game crash. I admit that I don't have a clue what I'm doing. I'm new to 3Dmodeling and modding in general. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 If you didn't replace the shader block that is why you get the crash. Shader block isn't even decoded fully and the exporter isn't updated to do anything with it so straight out of max it is basically an invalid block. delete it and get one from a vanilla nif. Link to comment Share on other sites More sharing options...
jimhsu Posted December 1, 2011 Share Posted December 1, 2011 Also if two nodes share the same TXT name, it also causes a crash apparently. So watch out for that as well. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 No that is fine. You can name every mesh object the same thing if you wanted. As long as it isn't bone name or something else that has a specific use in the engine, names don't matter. What happens is that when you copy pasta blocks, the string name index doesn't auto add new names, so it gets renamed whatever is on the same line in the cosponsoring index, which is often a bone name in the case of skinned meshes... Link to comment Share on other sites More sharing options...
Derrax Posted December 1, 2011 Share Posted December 1, 2011 After experimenting on werewolves without success, I'll have to add to this thread here x]It seems like that no matter what I do, it is completely impossible to edit/attach/bind any mesh to the werewolf model/skeleton. Like - adding a standard 3dsmax teapot or any other custom mesh to creatures like the frost atronach works just fine if I fix the *.nif in Nifscope later on, no problems with that, game is happy and loads the new files. Like so: http://img440.imageshack.us/img440/6683/teapot.jpg If I try to add the exact same meshes to the werewolf, repeating the same steps, the game crashes instantly as soon as any instance is placed in the world. Both when the player is transforming and when spawning a werewolf using the console.I made sure to triple-check that the new mesh/tweaked mesh has valid UVs, is properly skinned, blocks fixed and properties correctly set up, even went line by line and compared my values of the tweaked nif to the one that ships with the game. Still no luck at all after several attempts.Did anyone of you guys have more luck with that? Kinda getting frustrated over this. :wallbash: Link to comment Share on other sites More sharing options...
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