Deleted16138374User Posted April 29, 2018 Share Posted April 29, 2018 Hello, I'm back again with a new issue. ^^ After I solved my texture problem, I'm having another issue where my mesh is invisible. It simply does not show in the Creation Kit or in game. And I'm not sure why since this hasn't happened to me before. I have assigned it to the correct body slots, so I'm not exactly sure what is happening here. Here is my Block List: Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 29, 2018 Share Posted April 29, 2018 (edited) Post pics of the Armor edit window and the ArmorAddon window from the CK as well, please. Edited April 29, 2018 by TheWilloughbian Link to comment Share on other sites More sharing options...
Deleted16138374User Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) I'm making a replacement for the Iron Armor in Skyrim so I'm using the "Ironcuirass" files in the CK. Here they are: Edited April 29, 2018 by Guest Link to comment Share on other sites More sharing options...
Deleted16138374User Posted April 29, 2018 Author Share Posted April 29, 2018 Armor Edit one: Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 29, 2018 Share Posted April 29, 2018 In the armoraddon window under Male Biped Model, change the mesh to the xxxxx_basic_1.nif, instead of xxxxx_0.nif. See if that doesn't fix the issue. You might also need to tick 34 and 38 in the armor biped object window. but try the other thing first. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 29, 2018 Share Posted April 29, 2018 You also might still need/want to run it through Nif Optimizer. Just DON'T run it on your whole meshes folder. Link to comment Share on other sites More sharing options...
Deleted16138374User Posted April 29, 2018 Author Share Posted April 29, 2018 I tried all of that and nothing. The armor still doesn't show. I tried running the NIFOptimizer on the .NIF file and it just froze. It starts, I see a green bar that stops about 25% and just stays there, never finishes. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 29, 2018 Share Posted April 29, 2018 (edited) Well.... Obviously this mesh is possessed by demons and must be excised immediately. :devil: I've never had NifOpt freeze on me, so that's a new one. So, it doesn't crash the CK, or the game, correct? It just doesn't show. What version of Body Slide are you using? I ask this because I notice you have NiTriShapes instead of BSTriShapes. Which when you load the mesh into the SSE version of Outfit Studio you should get a prompt asking if you want to Optimize the mesh for SSE and that would turn all of those into BSTriShapes. Edit: You did take that mesh out of the meshes folder to run NifOpt on it, yes? Edited April 29, 2018 by TheWilloughbian Link to comment Share on other sites More sharing options...
Deleted16138374User Posted April 29, 2018 Author Share Posted April 29, 2018 Hahaha! :laugh: Well, here is my "workflow". I export my mesh as an Obj out of Blender into Outfit studio for Skyrim 2011 and copy the weights there so I can open it in NifSkope 1.0.0.4, so I can flip the normals in there, because the latest version of Nifskope doesn't allow me to do that. Then I open this .nif in Nifskope 2.0 to add the textures and configure the settings. That's why I have NiTrishapes. If I use SSE Outfit Studio I can then only open the nif that I export from here in Nifskope 2.0 but my textures won't work correctly there because the normals are flipped. But I have tried importing it this way as well and the mesh still doesn't show. I saw that my "BSDismemberSkinInstance" has almost nothing in it, but looking at vanilla meshes shows me it should have all those nodes inside as well. Could that be the cause? Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 29, 2018 Share Posted April 29, 2018 At this point the best I can offer is to have a look at the mesh for you. You might have to go back into Blender and manually make sure your faces are all pointing in the right direction. It sucks, but sometimes there's no way around it. You just have to do the work. You could try Recalculate Normals, but chances are there will still be faces going the wrong way. At least it will give you a start though. But I don't think OS for Oldrim Will give you an SSE compatible mesh on it's own. Shoot me a PM if you want me to take a stab at the mesh. Link to comment Share on other sites More sharing options...
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