Deleted2114158User Posted December 31, 2011 Share Posted December 31, 2011 I'm trying to edit the Ancient Nord Armor. What I want to do is add an underlayer of chainmail- I can't do this through textures because the arm, leg and back areas just aren't there as they're not part of the model. To get an idea of how it works I just removed the shoulder plates of the armor and exported it from 3DS Max (both _0 and _1 versions), did what you need to do in Nifskope, and renamed them to the armor they should be replacing. I started Skyrim to see if it worked and this happened: http://img857.imageshack.us/img857/3360/79496353.jpg As you can see, the shoulder plates are gone but... what the heck is going on with the arms and legs? I didn't even touch them. I'm very new to the modding business, so if anyone could tell me what is going on here I'd appriciate it. Even more so if you can figure out how to get an underlayer as I mentioned to work (my efforts have just resulted in borked textures). Link to comment Share on other sites More sharing options...
Perraine Posted December 31, 2011 Share Posted December 31, 2011 I have no idea really when it comes to 3D modelling, but from various other posts on the subject, there can be a few issues with things like skeletons, bone weights and attachment points that you have to do "just so" to get them to work properly in game, so maybe check around a little. I'm pretty sure there are a couple of tutorials around for import/export settings between various 3D programs and Nifskope/Skyrim that you have to get right, look for Oblivion or Fallout 3 and New Vegas forums as well Link to comment Share on other sites More sharing options...
DizzasterJuice Posted January 4, 2012 Share Posted January 4, 2012 That is from not having your vertex order the same between mesh_0 and mesh_1. To test this enter "showracemenu" in console and move the body slider to minimum or maximum. If it looks normal at min or max setting then you have a morph problem. The best way to get them the same is to use a morpher modifier on the mesh_0 and morph it to mesh_1. Link to comment Share on other sites More sharing options...
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