jignao2 Posted September 13, 2019 Share Posted September 13, 2019 https://imgur.com/a/f0r2DmT Basically I'm working on porting an outfit that has one element requiring full precision meshes. Up until now I've been successful with my other mods using Blender as my main workspace while exporting using 3DS Max. However with this project it produces a medium precision mesh that I'm not happy with. I've had some luck producing a high precision .nif file using Outfit Studio, but the file seems to "explode" in game. Another post I've found suggests an issue with Looks Menu and a .tri file produced by Outfit Studio. My file doesn't have a .tri file and I've also tried disabling Looks Menu and the issue still persists. Link to comment Share on other sites More sharing options...
icestormng Posted September 13, 2019 Share Posted September 13, 2019 Your mesh could also have broken bone weightings. That will make it explode, too.Full precision meshes have the downside of creating weird artifacts when you get hit with certain weapon types. Like when you're burning or hit by acid. Otherwise, I never found any problems besides that. You may want to import the OBJ into OutfitStudio and do the weighting and exporting there. I know that Full precision works from there. BTW: What NIF exporter are you using? The official one for MAX 2013 or the community one for newer versions? The community one has a lot of problems, though. Link to comment Share on other sites More sharing options...
jignao2 Posted September 13, 2019 Author Share Posted September 13, 2019 Normally I use MAX 2016 with the community plugin but for this specific mesh I've been exporting an .obj from Blender and importing that into Outfit Studio and painting the weights there. It's only weighted to one bone and inspection of the bone data in the .nif file reflects this, so that doesn't appear to be the issue. Link to comment Share on other sites More sharing options...
icestormng Posted September 13, 2019 Share Posted September 13, 2019 Hm.. weird. I've never encountered issues like that. Would there be a way to send me that nif so I can have a look at the mesh? Maybe I can find the problem. I assume it's weighted against the HEAD bone only, correct? Link to comment Share on other sites More sharing options...
jignao2 Posted September 13, 2019 Author Share Posted September 13, 2019 At first it was weighted to the Head_skin bone but quickly tried a version where its on the HEAD bone and it's still happening. If you'd like to take a look here are the medium and high quality meshes: https://drive.google.com/file/d/1f4CDMDna_1tps25pYGqMl3U77QWLuGUt/view?usp=sharing Link to comment Share on other sites More sharing options...
icestormng Posted September 13, 2019 Share Posted September 13, 2019 The mesh looks fine. I've tested it in-game and couldn't observer any deformations.This is the high precision mesh. You may have set some incompatible setting in your material files that cause that. Link to comment Share on other sites More sharing options...
jignao2 Posted September 13, 2019 Author Share Posted September 13, 2019 Okay now I'm even more confused. Isolating the material files doesn't change anything on my end... Link to comment Share on other sites More sharing options...
icestormng Posted September 13, 2019 Share Posted September 13, 2019 Hm. Do you have a complete Package that you could send me with esp materials and (optionally) textures (maybe via PN so not everyone gets it yet). If the materials are ok there is also the ESP where you can mess up things. But the mesh looks ok. Link to comment Share on other sites More sharing options...
jignao2 Posted September 13, 2019 Author Share Posted September 13, 2019 Sure, I'll PM you the link Link to comment Share on other sites More sharing options...
jignao2 Posted September 13, 2019 Author Share Posted September 13, 2019 You can find the models with the terms "gown" and "crown" in the console, and the hair is called "Duchess". Link to comment Share on other sites More sharing options...
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