MisterRADical Posted March 11, 2018 Share Posted March 11, 2018 How can I stop a NifSkope edit from crashing the Creation kit?If someone could also go through the steps of adding a gun mod to another gun to help me understand what I could be doing wrong that would help a lot. Link to comment Share on other sites More sharing options...
ehtyeci Posted March 11, 2018 Share Posted March 11, 2018 Usually bad nesting i.e impossible node trees, node outside of root and duplicate node values that cause CK crash. It's hard to say without a look in nifskope. Link to comment Share on other sites More sharing options...
MisterRADical Posted March 11, 2018 Author Share Posted March 11, 2018 Take a look:http://www.mediafire.com/file/s62e5zmb2soqw1s/FlamerTest.nif Link to comment Share on other sites More sharing options...
ehtyeci Posted March 11, 2018 Share Posted March 11, 2018 You are using wrong type of node for the weapon meshes. The one you used, "BSSubIndexTriShape" are meant for characters and armor. The one you want is called BSTriShape. To convert them: Right click the node > Block > Convert > Bethesda > BSTriShape You have "BSSKin::Instance" nodes inside the mesh nodes which are leftovers from when you imported through Outfit Studio. Select them and Ctrl + Delete. Your four mesh nodes are all outside of the root node, WEAPON. For reference: https://drive.google.com/open?id=1I_REXUyrUSrO7BIWs1dS7w5AbsaZ1msY Link to comment Share on other sites More sharing options...
MisterRADical Posted March 12, 2018 Author Share Posted March 12, 2018 Okay yes now it doesn't crash the creation kit, but now it crashes when you take it out in game lol what could be doing that? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted March 12, 2018 Share Posted March 12, 2018 Most likely because the BSTriShapes still have the flag stating they are skinned. Note you have 4 shapes with skinned flags. Link to comment Share on other sites More sharing options...
MisterRADical Posted March 12, 2018 Author Share Posted March 12, 2018 Skinned? I don't know what that means.. please elaborate. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted March 12, 2018 Share Posted March 12, 2018 A lot of weapons (or at least in this case the flamer) do not use animation skinning. So any animation skins should be removed. However you originally added the shapes to your starting file did so with the intention that the model would be used as a skin and skeleton animated object like armor. It also created it with the SubIndex system which is used for dismemberment.So as ehtyeci noted previously. The node type needs to be converted to non SubIndex, and the skins removed. The steps ehtyeci outlined are incomplete. You are using wrong type of node for the weapon meshes. The one you used, "BSSubIndexTriShape" are meant for characters and armor. The one you want is called BSTriShape. To convert them:Right click the node > Block > Convert > Bethesda > BSTriShape You have "BSSKin::Instance" nodes inside the mesh nodes which are leftovers from when you imported through Outfit Studio. Select them and Ctrl + Delete. Your four mesh nodes are all outside of the root node, WEAPON. This is all true except that after removing the BSSkin::Instance nodes, you also need to remove the skin flag from the BSTriShape. The image I posted in the spoiler above shows the line you need to change the flag on. Now a crude quick and dirty explanation of animation skins:In animation you have a skeleton.Models then have a skin created/wrapped around that skeleton. Think virtual skin wrapped around it.Each vertex on a model mesh is then weighted with reference to one or more of the bones in the skeleton. This creates a movement "influence" on the vertex in relation to the bones being moved in general animation. In the case of FO4 there is a maximum of 4 bone influences per vertex.This weight data is stored in the skin.If you're trying to make a static object, to place as clutter, or for load screen art. You do not want animation skins on the model. It's also worth noting if you're making load screen art you probably want to remove the collision data from any nodes that have it. This might cause problems as well. Link to comment Share on other sites More sharing options...
MisterRADical Posted March 12, 2018 Author Share Posted March 12, 2018 Well I would like it to kind of not be static though, because that flamer is a flamer minigun and the vanilla one spins, so wouldn't it need the animation skins to do that? Link to comment Share on other sites More sharing options...
ehtyeci Posted March 13, 2018 Share Posted March 13, 2018 Skinning =/= animation. You can animate static objects just fine. Skinning refers to assigning vertices to bones for the purpose of deformation, like actual deformation. A weapon usually does not deform - it only gets moved or rotated. It doesn't need skinning because a weapon part either moves entirely or it it doesn't move at all. Link to comment Share on other sites More sharing options...
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