Ech0Chamber Posted August 7, 2019 Share Posted August 7, 2019 (edited) SOLVED If you're encountering the same Mesh Size issue as I have then stress no more for we at the Nexus forums have got your solution.Simply scale down the object in Blender to 0.1 (NOT THE OBJECT VERTICES!) and export the object once finished. Instead of the over sized behemoth of a mesh you'd get before finding out this information. It will be down to scale correctly in-game like shown below.Happy Modding! - Ech0Chamber So I edited the Postman hat to fit my needs as a standalone personal mod. And I've spent the last week making it, and 4 of those days have been spent fixing the size.If I'm overlooking something or if there's an error I would like to know please.And for anyone else suffering that googled and is reading up on the same issue. I'm hoping this problem gets answered for both of us. If anybody with their amazing error goggles could spot the problem and give me things to try to fix it then I'd appreciate that very much as the noob of modding that I am. Attempts that failed* Scaling the geometry in Blender* Scaling the mesh in NifSkope - Yes I did apply transforms* Restarting my PC* Reinstalling Fallout 4* Updating Nifskope* De-updating NifSkope* Scaling in Outfit Studio* Stabbing a cardboard box with a screw driver Edited August 8, 2019 by Ech0Chamber Link to comment Share on other sites More sharing options...
Moraelin Posted August 7, 2019 Share Posted August 7, 2019 Yep, I had the exact same problem on all my models. Luckily they're melee weapons and such, so they don't get rigged to a skeleton. So I can just scale it by 0.1 right back to the normal size. Link to comment Share on other sites More sharing options...
Ech0Chamber Posted August 7, 2019 Author Share Posted August 7, 2019 (edited) How can there be this many of you viewing this thread, and not a single one of you have managed to give a solution to my major malfunction. This is absolutely ludicrous. Edit: I don't know who's teasing me with the answers to my struggling but I'd appreciate it if you'd answer Edited August 7, 2019 by Ech0Chamber Link to comment Share on other sites More sharing options...
Deleted49413338User Posted August 7, 2019 Share Posted August 7, 2019 I personally would just open vanilla female postman hat nif, change the bgsm to your own and leave everything else as it is. Then just save as you preferred nif file name. Check Material file too for any sort of scale data though I don't think there is any. Link to comment Share on other sites More sharing options...
Ech0Chamber Posted August 7, 2019 Author Share Posted August 7, 2019 Check Material file too for any sort of scale data though I don't think there is any. I mean I do see scale values, but they're probably not the values that'll make the changes I'm expecting. Link to comment Share on other sites More sharing options...
Moraelin Posted August 7, 2019 Share Posted August 7, 2019 You don't even really need to edit the .nif file, actually, if all you want is to swap the texture. You can use a property to swap material files. See the silver SMG as an example. Link to comment Share on other sites More sharing options...
Ech0Chamber Posted August 7, 2019 Author Share Posted August 7, 2019 You don't even really need to edit the .nif file, actually, if all you want is to swap the texture. You can use a property to swap material files. See the silver SMG as an example.See the thing is friend I want to make more models than just this one, and if I can't edit simple vanilla files without them being broken then I'm gonna have a hard time making real mods in the future that require more artistic freedom than just textures. And I don't want people or myself walking around with an over sized behemoth of a helmet taking up their entire 3rd person view or looking funny during dialogue scenes. Link to comment Share on other sites More sharing options...
Ech0Chamber Posted August 8, 2019 Author Share Posted August 8, 2019 (edited) Edit: Solution has been found. Custom meshes do work. Edited August 8, 2019 by Ech0Chamber Link to comment Share on other sites More sharing options...
Moraelin Posted August 8, 2019 Share Posted August 8, 2019 Well, I haven't made any clothes, but at least for a sword I can most certainly say first hand that custom meshes do work. Link to comment Share on other sites More sharing options...
Moraelin Posted August 8, 2019 Share Posted August 8, 2019 BTW, I haven't tried it out, but Blender has a scale multiplier when importing or exporting. You might just be exporting the mesh 10x higher, which suspiciously enough is the same as the default value for that multiplier. Link to comment Share on other sites More sharing options...
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