realadry1 Posted January 15, 2012 Share Posted January 15, 2012 (edited) I made a new weapon in 3ds max, created a uv map + texture.. works all. Then I exported it as nif. copied the NiTriShape to the weapon it replaced, fixed texture paths and matched all settings (NiTriShapeData, BSLightningShader.., BSShaderTextureSet) to the original. In nifskope everything looks fine. Problem is the weapon is invisible in game. Edited January 15, 2012 by realadry1 Link to comment Share on other sites More sharing options...
jsnider193 Posted January 15, 2012 Share Posted January 15, 2012 not an expert on this but have placed a few weapons in game for my own use .. so gotta ask is this a new weapon (my presumption) or a replacer. Since said invis and not the red finger of ! it is there but have you changed the model and static to point to your new mesh? Can always use skyedit to ck this or tesvsnip. Link to comment Share on other sites More sharing options...
realadry1 Posted January 15, 2012 Author Share Posted January 15, 2012 Actually it replaces an existing weapon for now. Link to comment Share on other sites More sharing options...
Ghogiel Posted January 15, 2012 Share Posted January 15, 2012 try deleting the BSLightingShaderProperty and copy and paste one from a vanilla nif, if you are using the one that comes exported, I know you mentioned you set all the data to match a vanilla one in those nodes.. but out of the box it won't work, the BSshaderTextureSet exports as having 6 texture slots, when Skyrim ones have 9. :unsure: Link to comment Share on other sites More sharing options...
realadry1 Posted January 15, 2012 Author Share Posted January 15, 2012 try deleting the BSLightingShaderProperty and copy and paste one from a vanilla nif tried it, doesn't make any difference :( Link to comment Share on other sites More sharing options...
realadry1 Posted January 15, 2012 Author Share Posted January 15, 2012 Fixed it!!I was so stupid and linked the BSLightingShader is the second entry in Properties of NiTriShape instead of the first. :wallbash: Link to comment Share on other sites More sharing options...
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