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Anyone got custom gnd.nifs working properly?


hucifer

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Hey guys

 

I got a couple of standalone armor mods on the go at the moment and the only major bug I haven't been able to fix yet is getting custom ground meshes to show up the crafting window or inventory window without the game crashing.

 

I've been using TESVSnip to point the filepath in the MOD2 subrecord to the new meshes, and while they do sometimes show up in game before the game crashes, it seems they just make everything unstable. At first I thought it was the process of changing the MOD2 data, but the same thing happens even when I just use the meshes as replacers.

 

I swear I've been over everything in Nifskope 20 times and the meshes themselves look fine.

 

Has anyone else experienced this or can think of something I may have missed?

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I did the custom ground meshes by copying all the data from the the Wolf armor ground meshes, so all the peripheral stuff like INV markers and BSXFlags should be identical.

 

I'm baffled, I gotta tell you.

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How have you been creating the gnd files? Have you exported the nif file from Blender/Max or have you copied over the object in Nifskope? The latter is the only way that works as far as I can see because the import script can't do some of the branches which means you get an incomplete nif.

 

What I've done which works, is to open up a vanilla gnd/go nif, export the mesh as an obj and import this into Blender. I then import my model and resize it to the same dimensions as the vanilla one, export this resized mesh as a 3ds file, and import over the mesh in the vanilla nif file. I then copy the shader branch from the same vanilla nif I used as a source and reassign the textures (otherwise it appears invisible).

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