Wigboiler Posted August 14, 2019 Share Posted August 14, 2019 This is my first attempt at a Fallout 4 mod. I've done what I can with my limited knowledge but I've hit a stumbling block. The mesh here has weights copied from the base head in Outfit Studio. I can bring the nif back and forth to NifSkope and it appears in the correct place.All textures are 1024x1024 DTX5, since the diffuse map contains transparency. There are mipmaps generated. The cubemaps are from the base game files. It has bounding spheres for all objects, adjusted for some extra room just in case. I don't see unused bones or anything else that seems off. In FO4Edit I double checked all my entries and tried entering the path for the mesh with and without the "meshes\" folder. I can add the item to my inventory with the console and equip it, and I added the chamelon effect (stealth while crouched) to see the character behaves like the item is equipped. It just doesn't show up. Am I skipping a step somewhere? Does anything I'm doing here sound wrong? Thanks in advance and sorry for the noob question. Link to comment Share on other sites More sharing options...
Yulliah Posted August 18, 2019 Share Posted August 18, 2019 You are 100% sure the alpha settings in your material file are correct? Link to comment Share on other sites More sharing options...
Wigboiler Posted August 18, 2019 Author Share Posted August 18, 2019 (edited) I wouldn't say I'm 100% sure of anything, but the .bgsm and .dds files are in the correct place and look the way I want them to in Nifskope/Outfit Studio. The gloss and transparency you see in the picture posted above are consistent with what I made in Substance Painter. Edited August 18, 2019 by Wigboiler Link to comment Share on other sites More sharing options...
vizex1 Posted August 19, 2019 Share Posted August 19, 2019 How about the flags in nifskope, are they set to hidden? Link to comment Share on other sites More sharing options...
Wigboiler Posted August 19, 2019 Author Share Posted August 19, 2019 (edited) these are the flags. i've tried different settings but it doesn't seem to change anything. here's what it looks like when i add it to a cell in Creation Kit. The bounding box seems like it's about right, but i have to look it up to select it. Edited August 19, 2019 by Wigboiler Link to comment Share on other sites More sharing options...
vizex1 Posted August 19, 2019 Share Posted August 19, 2019 I mean the flags for the ninode or trishape. Are they set to hidden? Link to comment Share on other sites More sharing options...
Wigboiler Posted August 19, 2019 Author Share Posted August 19, 2019 no. "hidden" and "skin influence" are unchecked, collision set to "continue." I can't right click the trishapes for flag options, but the block details say Flags: 2062 Link to comment Share on other sites More sharing options...
vizex1 Posted August 19, 2019 Share Posted August 19, 2019 Hmm.. I don't have enough experience to help. Maybe you can try looking at vanilla glasses in nifskope and comparing it to yours. Maybe you can find something that tells you why their glasses show up but yours doesn't. Link to comment Share on other sites More sharing options...
vizex1 Posted September 14, 2019 Share Posted September 14, 2019 (edited) Hi, while I was testing out faster methods of making my apparel models, I had a similar problem where the model wouldn't show up in game even though everything looked right in nifskope and outfit studio. I managed to figure out why, and I remembered this post.I dunno if the solution is the same for you or if you already figured it out, but here is how I fixed it for myself. It turns out it in my case, in my apparel Nif, all of the BSSubIndexTriShapes had 0 Num Primitives, 0 Num Segements, 0 Total Segments. When I added the proper values it showed up in-game. This seems to happen when you convert a BSTriShape into a BSSubIndexTriShape directly in Nifskope. It will leave the values at zero.However, if you do the conversion in OutfitStudio it will add in the proper values for you. So I think it's best to do conversions in Outfit studio.Also if you need to know what the primitive values are you can just select all shapes in OutfitStudio and export everything into an OBJ, then load the OBJ in OutfitStudio and export it back into a Nif. Then take a look at the nif and it will have the correct values.After that you can either copy-paste the values into the old Nif or Just copy-paste all the skin and property branches into their appropriate BSSubIndexTrishapes in the new nif.Edit: If you need the primitive values there's an easier way to do it in OutfitStudio.Just open up the Nif in outfit studio, double click on a shape, in the Geometry tab uncheck Sub Index and then click OK. After that double click the shape again and go back to the Geometry tab and this time recheck Sub Index and click OK.That should have inserted the primitive values for you. And just repeat that for all of the shapes missing primitives. I don't know if this is the solution to your problem, but hopefully this helps you or anyone else who might be having a similar problem. Cheers! Edited September 15, 2019 by vizex1 Link to comment Share on other sites More sharing options...
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