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What would cause this?


egetten

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I changed the skin on the meshes to create movement and bounce. I did the same between _0 and _1. I did not use a morpher to create the other size but both sizes have the same changes. I then used Nifscope to copy and paste the lightingshaders. At 1st there was a nialpha property that was causing the game to crash to desktop even if I switched it for the origional. Then I decided I didn't really need arm bands and I deleted them in 3dsmax and after that I went back into Nifscope and switched the lighting again. While in Nifscope I didn't notice any additional materials, but then again I didn't remove the root scene.
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Wild guess: look at your dismemberment partitions, Check if all of them have both options checked (PF_Editor_visible and PF_start_net_boneset)

I had some funny stuff going on when I missed some of those. Turning both on for all objects in my nif fixed it.

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It's from the _0.nif and the _1.nif not matching. You can confirm this by setting weight "player.setnpcweight 0 or 100". If it looks normal at 0 weight and 100 weight but messed up in anything in between, then the 2 meshes don't match.

The easiest way to get your morphs right is this:

1. Open vanilla mesh_0.nif

2. Delete BSDismemberSkin Modifier

3. Add new modifier "Edit Poly" and drag it below Skin and above Editable Mesh

4. Make all your changes on Edit Poly

5. Make new BSDismemberSkin Modifier

6. Export modified mesh_0.nif

7. Import/merge vanilla mesh_1.nif

8. Copy Edit Poly from mesh_0 and paste it to mesh_1

9. On mesh_0, add new modifier "Morpher" and drag it below Skin and above Edit Poly.

10. In Channel Parameters click "Pick Object from Scene" and select mesh_1

11. In Channel List set the top setting from 0.0 to 100

11. Make new BSDismemberSkin Modifier for the mesh_0

12. Export modified mesh_0 and save it as mesh_1.nif

You now have 2 meshes that are identical in vert order but one is small and one is large. DO NOT FORGET to DELETE the morpher in nifskope on the mesh_1 or it won't work. Clean up the mesh in nifskope.

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