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Exporting from Blender into CK


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Yes, I know the nifscripts don't officially support Blender. Meh.

 

Help!

 

So I export my mesh with Fallout settings, more or less, change the nif version, whipe out the exported properties, copy over the BSshader properties from a vanilla mesh, check UV sets, Normals, and vertex colors in the TriShapeData nodes, check all the bsx flags and everything else I can visually see different between my mesh and a vanilla mesh. I have closed NifSkope and reopened my nif several times during this process, which I have repeated from start to finish a few times, in order to make sure the settings stick. The nif is in my meshes\architecture\puff\ folder. When I open it up in the CK (double click to load the .nif previewer) I get an error:

MASTERFILE: (BSStream Error) NiMaterialProperty: cannot find create function. in meshes\architecture\puff\house.nif.
"Yes to all" will disable all Warnings for this context.

 

Clicking anything crashes the CK to desktop. :edit: I lied, clicking "Yes to all" runs the ck but the mesh displayed is the giant exclamation point error mesh Bethesda uses. :/edit:

 

If I copy over my TriShapes to a vanilla mesh, I get an invalid index error, or no error, with the same result: crash to desktop.

 

This is the best tutorial I could find on modelling with Blender for Skyrim. I did not import a vanilla mesh, I built mine from scratch, and followed the export instructions.

 

I've tried a few different changes in the export settings, including default FO3 settings and the settings given in the tutorial. My current export settings include:

Export Geometry only

Force DDS Extension

Combine Materials

Collision Options: Wood

Hollow

Use bhkListShape

Default Type

Use BSFadeNode Root

 

I'm exporting from Blender 2.49b, Python 2.6.6, latest PyFFI, and latest Blender nifscripts (2.5.8? I think? They're a year old but it's the latest on their sourceforge page). Any ideas what I might be missing?

Edited by pufthemajicdragon
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