Ojox Posted December 23, 2011 Share Posted December 23, 2011 Hi guys, I've recently started trying to work on a mod that makes 'cuts holes' in a helmet so that the character's eyes are visible, similar to the Dragon Bone Helmet, in that respect. However, as editing the mesh proves near impossible I am resorting to changing the texture so that it doesn't show - making it look like I've edited the mesh and so the 'eye hole bits' are invisible. Basically, by editing the alpha channel, I should be able to hide a piece of the mesh, making it look like it's gone. For this, I had to - in Nifskope - attach NiAlphaProperty to each mesh, and I have done so. now, however, in game when I equip said piece the game crashes and in the inventory where you can preview any item, there is just a blank space - no preview is there. I was wondering if anyone could proffer any suggestions for what I'm doing wrong/not doing. Many thanks, Ojox Link to comment Share on other sites More sharing options...
Ghogiel Posted December 23, 2011 Share Posted December 23, 2011 You must have done this part wrong "in Nifskope - attach NiAlphaProperty to each mesh, and I have done so." Compare it in nifskope to a vanilla asset that has a similar setup and what is wrong should be fairly apparent. Really there isn't much more to it. Link to comment Share on other sites More sharing options...
Ojox Posted December 23, 2011 Author Share Posted December 23, 2011 You must have done this part wrong "in Nifskope - attach NiAlphaProperty to each mesh, and I have done so." Compare it in nifskope to a vanilla asset that has a similar setup and what is wrong should be fairly apparent. Really there isn't much more to it. I just compared it; it doesn't look like I have... I haven't yet placed an alternative texture, though - could it be that it's looking for the texture? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 23, 2011 Share Posted December 23, 2011 Could what be looking for a texture? if there are no textures assigned in the BSLightshaderProperty then it's not looking for anything. Link to comment Share on other sites More sharing options...
Ojox Posted December 23, 2011 Author Share Posted December 23, 2011 Could what be looking for a texture? if there are no textures assigned in the BSLightshaderProperty then it's not looking for anything. I don't know, that was just a wild guess really.. I just can't think why it's not working, and then - even more bafflingly - I just checked again and originally I was editing the ultra dragon mask; which has a unique mesh and textures - but then Krosis, a normal mask - not corresponding to any of the same files did the same! Went invisible in the menu and, on trying to equip, the game crashed. Link to comment Share on other sites More sharing options...
UnbetledJoker Posted January 2, 2012 Share Posted January 2, 2012 Could what be looking for a texture? if there are no textures assigned in the BSLightshaderProperty then it's not looking for anything. I don't know, that was just a wild guess really.. I just can't think why it's not working, and then - even more bafflingly - I just checked again and originally I was editing the ultra dragon mask; which has a unique mesh and textures - but then Krosis, a normal mask - not corresponding to any of the same files did the same! Went invisible in the menu and, on trying to equip, the game crashed. This is a wild guess but I had this issue with my new body mesh. My problem was that when Blender exported the mesh it added an extra NiNode labeled 'SceneRoot'. Selected the proceeding NiNode then 'Block -> Crop To Branch' Again just a shot in the dark but it could be that simple. Link to comment Share on other sites More sharing options...
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