Korodic Posted July 6, 2017 Share Posted July 6, 2017 I'm learning nifscope/3ds max as best I can, but I hit a wall. An object existed in game, but has too many parts for what I need. I exported it out of nifscope with the standard settings using the nifscope plugin. The nif loads fine in nifscope, however it gives a red exclamation point in game. Not sure why that is since there arent any indications like an error message :/ Any pointers appreciated. Link below has the nif file, for those interested. https://drive.google.com/open?id=0ByCMgEoKCVlyY3hPNUxMS05IWTg Super thanks in advance. Link to comment Share on other sites More sharing options...
Ethreon Posted July 6, 2017 Share Posted July 6, 2017 I don't know if it's same for skyrim, but change the flags on root and other blocks to 14. Link to comment Share on other sites More sharing options...
Korodic Posted July 6, 2017 Author Share Posted July 6, 2017 I don't know if it's same for skyrim, but change the flags on root and other blocks to 14. From what I can see they are all set to 14. Link to comment Share on other sites More sharing options...
Korodic Posted July 11, 2017 Author Share Posted July 11, 2017 Update: I think it may have something to do with objects containing glass (I dunno what glass usually entails in terms of being in a nif), but even if I made no edits on an object containing glass and save it, it has a red exclamation point. Maybe I have a wrong/bad copy? Where is the official source for nifscope for Fallout 4? Maybe I went to the wrong one :/ Link to comment Share on other sites More sharing options...
Ethreon Posted July 11, 2017 Share Posted July 11, 2017 https://github.com/niftools/nifskope/releases Link to comment Share on other sites More sharing options...
Korodic Posted July 11, 2017 Author Share Posted July 11, 2017 EDIT: Sorry, I'm mixing up 2 mesh problems I've got going on. I want to leave this text here in case it's useful to anyone. Also may have relevance to OP. So I did download mine from github, but i had an earlier version v2 pre alpha 4. Now I have the latest, v2 pre alpha 6. So the issue may have nothing to do with glass -- at least I dont think. I was able to stick a flag on a flagpole with only 1 issue in v2 pre alpha 4. I don't know what's different between those objects and the ones im trying to edit now... So, just to summarize my current discoveries:Making any edit and saving my nif with its vanilla name lets me import it into the game, but no changes are present. I believe this is because the game wants to give the original .BA2 file priority. This is odd though -- as I'm choosing a non-vanilla location when selecting the .nif.If I simply rename the object (without editing anything) "DLC04_Concstand02.nif" to "DLC04_Concstand02_working.nif" and try to import it, I get the giant red diamond/white exclamation point -- even with no edits.This makes me think that maybe it's an issue with the original exporting of the nif (????) I am using the Archive2 tool to export, located at Fallout 4\Tools\Archive2\Archive2.exe EDIT: Re-exported, removed branch. Issue no longer occurring. Only similarity between this and the one in my OP is that I exported multiple items from Archive2.exe at a single time. Dont know if that has any relation. Will do more to work on the one from OP. EDIT EDIT: Now that I think about it, this had EVERYTHING to do with the way I did (or lack thereof) relative pathing for the textures... Lesson learned. Link to comment Share on other sites More sharing options...
Korodic Posted July 11, 2017 Author Share Posted July 11, 2017 Okay, I'm making progress :D So I think I cause my own issue by saving to this location: Data\Meshes\{My Mod Name}\ By doing this, it wasn't seeing the meshes somehow? At least that's my guess. In terms of the OP, I have a new issue. So I'm getting it into the game, but the textures aren't mapping correctly. See pic in link below: Pic 1: https://drive.google.com/open?id=0ByCMgEoKCVlyUXBUVS1OaVlaZWM Pic 2: https://drive.google.com/open?id=0ByCMgEoKCVlyX3RoYk5UZ3RkVm8 It can see the materials that should be applied, but isn't using them for some reason. Furthermore, I can appear to swap textures with the one location and it seems to apply it correctly -- so I know the area the texture should apply is still in good shape. Also worth noting the glass section and its texture appear fine. Link to comment Share on other sites More sharing options...
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