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Only half-way there with my nifs


budcat

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Hey there,

 

I'm working on a series of nifs that I'm hoping to upload just as a modder's resource. It is a variety of mounted heads exported from 3dsmax. The nifs look good in nifskope, and have the following format:

0 NiNode

---1 BSXFlags

--------2 NiTriShape (wooden wall mount)

------------3 NiTriShapeData

----------------4 BSLightingShaderProperty (copied from working Vanilla nifs then redirected to the proper texture)

--------------------------5 BSShaderTexture

---------6 NiTriShape (creature's head)

-------------7 NiTriShapeData

-----------------8 BSLightingShaderProperty

--------------------------9 BSShaderTexture

The thing is, I have gotten this to work before, but it was a long time ago and it was with a slaughterfish model copied intact and mounted to the wooden mount. All of these new nif's are composed of just the head of an existing model, like the Vanilla mounted heads (sabrecat, skeever, bear, etc.)

I'm not sure what is going wrong, but the Creation Kit has a conniption when I try to use my new ones, sometimes CTD immediately.

 

It should be rather easy compared to armor or weapon nifs because they are just going to be static objects, but somewhere I'm going wrong.

 

Any help is appreciated.

Thank you!

Edited by budcat
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@ Budcat: You may encounter another problem when you test your heads in-game: If the BSShaderProperties you copied from existing Actor meshes were not edited by you already to removed the 'skinned' flag, they will be invisible in-game.
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