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Weapon Attachment Mod: custom models/Meshes appear fine in CK but are invisible in-game


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From what Ive seen, all NIF files in Fallout 4 use BSSubIndexTriShape for the mesh data, your NIF is using BSTriShape (the one older creation engine games use, like TES and previous Fallout games)

This might cause your NIF to be missing some required properties for the actual game

You might want to look again :wink:

 

BSSubIndexTriShape is used for clothing, armor and anything that is skinned in FO4.

BSTriShape is for meshes that is not meant to be deformed in FO4.

 

You might be thinking of NiTriShape which is used on the older nif format.

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I see, well that still begs the question why the user in the tutorial is using BSSubIndexTriShape for his weapon then

 

I guess that would suggest it doesnt really matter which one you use?

Also, as mentioned, he used BodySlide

BodySlide auto creates BSSubIndexTriShape (if used properly, anyway), so that would probably explain where it comes from

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He uses Outfit Studio only as a means to export to nif, because either he doesn't have 3ds max or doesn't want to use Blender 2.49b. Although the exported nif contains bogus clothing nodes, it will still contain the mesh data blocks. He does this for the purpose of being able to copy the mesh block over to a pre-existing nif.

So, essentially he's only using Outfit Studio to piggyback his mesh into a nif. It's pretty ghetto, but legit.

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Did you set the bounding sphere?
Double checked that the texture path inside the nif corresponds to your texture path in Data folder?
Is your fallout ini set to load loose files?
Tbh I've seen countless of threads about this, but I have never had it myself. But I also use 3ds max to export to nif, so maybe that's why.

 

 

AND IT WORKS!!!

 

3 weeks of trying to figure it out, and it finally works!!!

 

it was the ini files. after that, it worked flawlessly.

 

Thank you so much!!

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