b0bulat0r Posted November 1, 2016 Share Posted November 1, 2016 (edited) Hi Guys sure this is a n00b question but i've loaded my mod into the new CK and made an archive in the new format,when i load up the areas of my mod 90% of the area is right but the odd object is just missing or invisible and certain camera angles make the screen go entirely black. how do I fix this? really keen to play skyrim SE but not without my castle first :smile: thanks I should specify objects are invisible and not ! they were originally but i included the meshes/textures to fix that, 90% of the CC objects are fine but just about 10% are not. Edited November 1, 2016 by b0bulat0r Link to comment Share on other sites More sharing options...
dovapix Posted November 2, 2016 Share Posted November 2, 2016 I just convert a house mod by just saving my esp and replacing the custom nif with latest nifskope alpha version and it show up correctly but the texture is not on the house it's all pinky so probably early alpha creating this or the CK. One thing that many will appreciate specially modders is that the new rain occlusion work on any model with a colider but the snow is only working partially since angle snow falling will still clip in house interior. Link to comment Share on other sites More sharing options...
steve40 Posted November 3, 2016 Share Posted November 3, 2016 (edited) Meshes: you need to use one of the "spells" in the new Nifskope alpha 6 to "add and update all tangent spaces". If you don't, the nif will be invisible in-game and it will cause crazy shadow flickering or dark polygons when looking around in certain directions (it kinda looks like video card overclock glitches, but it aint). Missing scripts/meshes/textures: I'm having an issue that a mod I converted from Skyrim Original works perfectly in SSE if the files are loose, but after creating the "main" and "textures" archives in CK and removing the loose files, the game is loading my esp but not the BSA files, so it won't find my scripts, meshes, sounds or textures. Any ideas? Do I need to add anything to my game ini file to tell it to load mod bsa files? I haven't played Skyrim in years, so I've forgotten a lot of technical stuff. My game is vanilla, installed in my steamapps folder, and I haven't made any edits to the ini files yet. Edited November 3, 2016 by steve40 Link to comment Share on other sites More sharing options...
b0bulat0r Posted November 3, 2016 Author Share Posted November 3, 2016 Meshes: you need to use one of the "spells" in the new Nifskope alpha 6 to "add and update all tangent spaces". If you don't, the nif will be invisible in-game and it will cause crazy shadow flickering or dark polygons when looking around in certain directions (it kinda looks like video card overclock glitches, but it aint). Missing scripts/meshes/textures: I'm having an issue that a mod I converted from Skyrim Original works perfectly in SSE if the files are loose, but after creating the "main" and "textures" archives in CK and removing the loose files, the game is loading my esp but not the BSA files, so it won't find my scripts, meshes, sounds or textures. Any ideas? Do I need to add anything to my game ini file to tell it to load mod bsa files? I haven't played Skyrim in years, so I've forgotten a lot of technical stuff. My game is vanilla, installed in my steamapps folder, and I haven't made any edits to the ini files yet.Hi Steve Thanks, is this something we can do in bulk or do I have to load each nif individually (I'm using ALOT of files) as for the loading archive, first thing I think is to check (untick and then tick) the archive invalidation thing in nmm? I think there was something that could be added to one of the ini files but I forget myself, I'll try to find it because someone did tell me for FO4 the same thing. Link to comment Share on other sites More sharing options...
steve40 Posted November 3, 2016 Share Posted November 3, 2016 Hi Steve Thanks, is this something we can do in bulk or do I have to load each nif individually (I'm using a lot of files) as for the loading archive, first thing I think is to check (untick and then tick) the archive invalidation thing in nmm? I think there was something that could be added to one of the ini files but I forget myself, I'll try to find it because someone did tell me for FO4 the same thing. I don't know if it can be done in batch, I did all mine individually. Maybe ask in this forum. I don't use NMM. I'll try adding/removing archive invalidation and see if it makes any difference. Link to comment Share on other sites More sharing options...
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