Sable17 Posted October 26, 2016 Share Posted October 26, 2016 So... I know jack about nifs, textures, etc. I have the artistic talent of a potato. I've only used modders resources for my mods... annnd I'm having trouble figuring out why a potion mesh is freaking the heck out in-game (twitching colors on the mesh). The CK tells me errors were reported in the NIF, but that's not much to go on. Does anyone know what exactly Skyrim: SE (and by extension Fallout 4 I imagine) did to NIFs? And could anyone point me in the right direction to perhaps fix this? Link to comment Share on other sites More sharing options...
Kalell Posted October 28, 2016 Share Posted October 28, 2016 (edited) I'm also having trouble with NIFs, but mine aren't even displaying. All I'm getting is the usual large square with an exclamation point that you get when something isn't right. Unfortunately I'm not sure how to fix the meshes right now (or even if they can be fix). Edit: I was able to get my meshes into the game by importing and exporting them with 3ds Max. That fixed whatever was wrong with the meshes. Edited October 28, 2016 by Kalell Link to comment Share on other sites More sharing options...
PrometheusTS Posted October 28, 2016 Share Posted October 28, 2016 What importer exporte are ou using and what version of max and what export settings? Link to comment Share on other sites More sharing options...
Hyperplexed Posted October 28, 2016 Share Posted October 28, 2016 Does anyone know what exactly Skyrim: SE (and by extension Fallout 4 I imagine) did to NIFs? And could anyone point me in the right direction to perhaps fix this? Nothing I believe, Nifs I have built for vanilla skyrim, still work. I never really saw the issue you described (twitching colors on the mesh), so I cant really give you any advice. I can think of an issue that would cause flickering shadows, but that was only true to rigged meshes, it was caused if the bone count of a vertex would be > 4 Link to comment Share on other sites More sharing options...
Kalell Posted October 28, 2016 Share Posted October 28, 2016 What importer exporte are ou using and what version of max and what export settings?I'm using 3ds Max 2016 version 18.0.873.0. Here's a link to the NIF plugin: https://github.com/figment/max_nif_plugin/releases/tag/3.8.0 Here's the export settings I use: http://i.imgur.com/GrJxXSW.jpg Link to comment Share on other sites More sharing options...
PeterMartyr Posted October 28, 2016 Share Posted October 28, 2016 read the meshes bit in this link posted by Arthmoor http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ Link to comment Share on other sites More sharing options...
Deleted3897072User Posted October 31, 2016 Share Posted October 31, 2016 I've been poking about looking at what is inside the SSE nifs, trying to see why some old nifs work and others don't. The nifs in SSE have a different structure internally, using block types that didn't previously exist. I believe it was done to make them load faster. Instead of an NiTriShape with a dependent NiTriShapeData block holding the vertices, triangles and normals, there is now a single BS shape block that holds the vertices and the vertex data is now 4-vectors instead of 3-vectors. I don't understand how that works. I have a hunch that the normals are now implicit and computed after the nif has loaded. Certainly, the files are smaller so something must have been taken out. SSE has been made backwards-compatible with old nifs up to a point but some old nifs won't work at all. In particular, nifs with stripified meshes (NiTriStrips) don't work. If anyone has any links to more information about this, I'd be interested. Link to comment Share on other sites More sharing options...
triptherift Posted October 31, 2016 Share Posted October 31, 2016 Facegen nifs are problematic. My character creations all have missing eyes and mouth mesh. The hair is missing on most as well (KS or SG, don't remember the sources). Here is the nif comparison between Skyrim and SSE facegens: Old (12)BSFadeNodeNiNodeNiTriShapeNiTriShapeDataNiSkinInstanceNiSkinDataNiSkinPartitionBSLightingShaderPropertyBSShaderTextureSetNIAlphaPropertyBSDismemberSkinInstanceNiAdditionalGeometryDataNew (10)BSFadeNodeNiNodeBSDynamicTriShapeNiSkinInstanceNiSkinDataNiSkinPartitionBSLightingShaderPropertyBSShaderTextureSetNIAlphaPropertyBSDismemberSkinInstance NiAdditionalGeometryData was used for the eyes, but I'm not understanding what the other issues are yet. Regenerating them in the CK is not an option, since they were created in Racemenu. Link to comment Share on other sites More sharing options...
lordvert33 Posted November 3, 2016 Share Posted November 3, 2016 So in the creation kit its is telling me it cant see the meshes. Im not sure what to do. I am trying to update a mod to se Link to comment Share on other sites More sharing options...
SupremeEpicness Posted November 5, 2016 Share Posted November 5, 2016 Facegen nifs are problematic. My character creations all have missing eyes and mouth mesh. The hair is missing on most as well (KS or SG, don't remember the sources). Here is the nif comparison between Skyrim and SSE facegens: It's a shame. I really like a lot of your mods. The entire reason I came here was because I was looking for a solution to fixing one of your mods. Link to comment Share on other sites More sharing options...
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