budcat Posted September 7, 2012 Posted September 7, 2012 (edited) 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 BSShaderTextureThe 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 September 7, 2012 by budcat
budcat Posted September 7, 2012 Author Posted September 7, 2012 (edited) Never mind, I solved the issue. It should have been a BSFadeNode root not a NiNode. Edited September 7, 2012 by budcat
LittleBaron Posted September 9, 2012 Posted September 9, 2012 @ 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.
budcat Posted September 9, 2012 Author Posted September 9, 2012 Thank you so much for that. I could not figure out what the issue was.
Recommended Posts