jkruse05 Posted December 29, 2017 Share Posted December 29, 2017 My meshes show up fine in Nifskope, and as far as I can tell they are structured properly, some of them even show up correctly in the Creation Kit model preview, but they won't show in the CK proper, and they simply crash the game if I manage to get them that far. I'm including one of the parts and all of its other files. Mesh, textures, and material. Can someone PLEASE tell me why it won't work. https://www.dropbox.com/s/zvp36p2ljoj604f/Rangemaster%20Barrel.7z?dl=0 This happens every goddamn time I try to get a mesh into Fallout 4. I'm currently working on an update of the old Colt Rangemaster, and I have the meshes, materials, and textures for the first release 99% done ( just have to add bullets to the magazines). I've used the same workflow that I used on Institute Electrolasters and on AARP. As now, with both of those mods I had to redo the entire process until the meshes randomly decided to f*#@ing work. I cannot figure out why they never work the first time through. This time I got the receiver to work on the first try, the most complicated mesh, but none of the other damn parts are. This has been stupidly, crushingly frustrating, and comes up EVERY SINGLE TIME I try to get a model into Fallout 4, even meshes that are just combinations of vanilla ones. If I can't figure it out, and get my meshes working the first time around, I'm probably done with this game after this mod, assuming I even get that far. Link to comment Share on other sites More sharing options...
ehtyeci Posted December 29, 2017 Share Posted December 29, 2017 For starters, your BSTriShape needs to be named something different than the root node. It's currently named "BarrelWelded". Name it "BarrelWelded:0" to denote it's the first child mesh node from the root node.Edit: I see you already made a string entry called "BarrelWelded:0" - it's just not assigned to the BSTriShape. Link to comment Share on other sites More sharing options...
jkruse05 Posted December 30, 2017 Author Share Posted December 30, 2017 I feel so goddamn stupid. All this time and all I needed to do was name the BSTriShapes something new. I've been doing it off and on, usually on more complex meshes, just to keep track of parts, but I never knew it would screw over the whole thing if I didn't. Well, now my progress should move faster. Link to comment Share on other sites More sharing options...
ehtyeci Posted December 30, 2017 Share Posted December 30, 2017 I feel so goddamn stupid. All this time and all I needed to do was name the BSTriShapes something new. I've been doing it off and on, usually on more complex meshes, just to keep track of parts, but I never knew it would screw over the whole thing if I didn't. Well, now my progress should move faster.Honestly, Nifskope's auto-sanitize should pick up stuff like that. Don't know if the latest version does. I was stuck two days tearing my hair out with that very same issue, and it's not documented anywhere how imperative it is to have unique strings. On the upside, it's the first thing I always check now, and pretty much smooth sailing afterwards. Link to comment Share on other sites More sharing options...
VIitS Posted December 30, 2017 Share Posted December 30, 2017 Just a heads up, jonwd7 just released an update to nifskope a few days ago, with some nice little additional features: https://github.com/niftools/nifskope/releases Link to comment Share on other sites More sharing options...
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