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Merging two meshes in Nifskope, only one is visible in-game?


RagingPigeon

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  • 1 year later...

Hello. I just recently installed Nifscope and am a beginner at this routine. I've only created a few new-looking cloths with other cloths that were compatible. I don't understand that which I'm looking at , so I have to figure out how and what to click through constant mistake. Hoping it turns out as I intend it to. I would like to know how you create a parent and child NiNode. As I understand it here. Nearly any two meshes can be combine as long as one is a child and the other a parent NINode. And which NINode over-branches the other? I'm trying to fix my character up in Fallout 3.

Edited by ZyaKen
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  • 8 months later...

I too am having issues with Nifscope. I tried to follow Evilmann's steps but doing changing skeleton root from [0] Scene Root makes it impossible to copy branch, nifscope gives error and tells me it can't copy due to no ninode name. Am I missing something still? Or am I really that much of a dunce? Am simply trying to add the Black Sacrament cowl to the closefaced mod's open nightingale hood for khajiits that is open faced. Both use same bone setup.

 

EDIT: The hood and the mask both use the same bones, both have Scene Root as their Ninode name straight from nifscope with no modifications. I cannot however figure out WHY the game is not showing the mask in game. Just the hood as usual.

Did you manage to solve your problem?

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  • 1 year later...
  • 1 month later...

You'll have to RENAME the parent node first, otherwise you'll get the " cant find parent node <blah, blah>

 

Select the NiNode at the very top -> then in the bottom window of Nifskope, double click the little "txt" icon -> A dialogue box will open up -> type in the name to be exactly the same as the source mesh your copying from and click accept

 

DONE = Profit! ... You'll also sometimes have to copy over specific bones as well, like "Skirt Bones" and/or "Pauldron" bones, it all starts the same way though ...

THIS comment is the correct way to do it!

From the SOURCE nif file (the file you want to copy mesh + texture to the DESTINATION nif file) rename the Root (top most, only one) node and type the text EXACTLY as the DESTINATION's root node name.

Then copy branch as usual, don't delete anything. You should not see any complaint from nifskope.

Now you have the mesh in the DESTINATION nif file. However the texture is missing.

Then you change the shader of the just-copied mesh to the original value of the SOURCE nif file. This will tell FO to load that texture into this mesh.

Save the DESTINATION nif.

Quit without save for the SOURCE nif.

 

You're done.

Edited by AmourAngels
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  • 7 months later...
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