c2552 Posted September 6, 2009 Share Posted September 6, 2009 I know the following post is from July but because nobody has posted a solution yet: Can someone please help me with this error? I've beentearing my hair out for the past hour trying to fix it; ""device position incorrect after block number 11 (BSShaderTextureSet) at 3830 ended at 3879 expected 3892"" ""device position incorrect after block number 17 (BSShaderTextureSet) at 6620 ended at 6669 expected 6648"" ""device position incorrect after block number 25 (BSShaderTextureSet) at 411991 ended at 412040 expected 412019"" ""device position incorrect after block number 42 (BSShaderTextureSet) at 467701 ended at 467750 expected 467729"" ""device position incorrect after block number 50 (BSShaderTextureSet) at 470802 ended at 470851 expected 470830"" ""device position incorrect after block number 58 (BSShaderTextureSet) at 473903 ended at 473952 expected 473931"" ""device position incorrect after block number 66 (BSShaderTextureSet) at 477004 ended at 477053 expected 477032"" ""device position incorrect after block number 79 (BSShaderTextureSet) at 480214 ended at 480287 expected 480282"" This is for a custom weapon, I just made a retexture and replaced all the textures in the appropriate places and it still refuses to work. I get crashes ingame with this too. .Nif file is HERE, if someone could DL it and see what's what I'd be very grateful.I didn't download the linked file but I had the same error a few hours ago. The message looks very similar (well, I had less blocks and different values), so I think it's the same ^^ The solution is pretty simple:Your path for the textures is too long, NifSkope didn't expect them to be so long ("...ended at 6669 expected 6648")Simply remove "C:\...\Bethesda Softworks\Fallout 3\Data"Now your mesh in NifSkope will lack the textures but they should work properly ingame.But the first line looks strange to me: "ended at 3879 expected 3892" typo? xD Link to comment Share on other sites More sharing options...
R4za Posted September 20, 2009 Share Posted September 20, 2009 At any extent, if you havnen't tried it already, try installing the latest Niftools plugins for Blender and export the model directly as a .Nif file and copy/paste from that rather than import from .obj as that should solve any NifSkope version inconsistencies that you are experiencing.Thanks, this bypassed my problem, and I've gotten one or two modified meshes to work now. That's a big step forward! I've a new problem I don't get, though. I've resized and repositioned a set of piercings designed for big-boobed females that I grabbed from Nexus in blender to fit my character. Exported .nif, pasted stripdata, looks good in nifskope, game doesn't crash - but then ingame (and in the geck too) they look like every single verticle is connected to every other single verticle with a visible yellow line: http://img.photobucket.com/albums/v213/RazaDrq/piercingerror.jpg :confused: This doesn't look anything like the huge flickering spike mesh errors I've run into so far when replacing meshes with ones that don't properly match their boning anymore (I think that's what it is?), and since it's a very distinct problem I figured someone might recognize it and be able to tell me what I'm doing wrong. Anybody? Link to comment Share on other sites More sharing options...
Baelkin Posted September 20, 2009 Share Posted September 20, 2009 This doesn't look anything like the huge flickering spike mesh errors I've run into so far when replacing meshes with ones that don't properly match their boning anymore (I think that's what it is?), and since it's a very distinct problem I figured someone might recognize it and be able to tell me what I'm doing wrong. Anybody? You are correct on the "spikes" typically being caused by incomplete/erronous skinning, but since the vertexes aren't going all over the place I'm prettty sure that isn't the issue you are having here. That being said, I'm not complety sure what causes the problem you describe however, but try setting the TSpace Flag in the NiTriStripsData block to 16 and update all the Normals, Binormals and Tangents arrays. Sometimes when porting over NiTriStrips/Shapes these arrays can become currupted and cause all kinds of weird surface problems, so updating them is always a good idea. Link to comment Share on other sites More sharing options...
R4za Posted September 20, 2009 Share Posted September 20, 2009 Thanks for the reply! I tried setting Tspace flags to 0 as a potential fix for this before posting, but that changed nothing and neither does 16. Stupid things. lol. Link to comment Share on other sites More sharing options...
Baelkin Posted September 23, 2009 Share Posted September 23, 2009 Thanks for the reply! I tried setting Tspace flags to 0 as a potential fix for this before posting, but that changed nothing and neither does 16. Stupid things. lol. Yep, can be tricky getting a model to work. I'm kind of at a loss as to what could be causing this when it seems you have followed "proper" protocol for making a new model, but you could always try from scratch again and see if you have missed something during the process. Something as simple as forgetting to tick off a checkbox at export can seriously mess the in-game model up and cause some weird mesh behaviour. If that fails, treat the model as if you were making it from scratch and make sure that things like the skin and UVW are working as intended. I regret I can't be of more help on this issue, but I can't really remember experiencing it myself which makes it a little more difficult coming up with a solution. :confused: Link to comment Share on other sites More sharing options...
ElijahHouck Posted September 27, 2009 Share Posted September 27, 2009 I'm a noob to anything related to modelling, animation, etc- and I have a problem. I created an animated .blend file and exported it to a Fallout-format .nif, but when I try to add it in-game I get an error message saying that the root 3D model is not a fade node. I've read it should be a BSFadeNode instead of NiNode, but I don't know how to go about converting it. Link to comment Share on other sites More sharing options...
Baelkin Posted September 29, 2009 Share Posted September 29, 2009 If the model you have made contains a NiNode as the main parent node, try right clicking the block and select "Block" -> "Convert". In the next menu select "Bethesda" -> "BSFadeNode" - this should convert the NiNode into a BSFadeNode, I can't say if that will give you the functionality you want though. :) Link to comment Share on other sites More sharing options...
Napalm42 Posted October 7, 2009 Share Posted October 7, 2009 Question? How would i go about modding skin lets say. My Idea is to be able to create the Automail arm/leg that Edward Elrich has in Fullmetal Alchemist This is what it looks like:http://images.elfwood.com/fanq/k/a/kaikisu...ail_smaller.jpg Woul you have to modify the arm texture pattern or what? And how could I make it toggleable in the Gene Projection, or for example like the Scar you get from point lookout (e.g youd have your arm sliced off in some sort of event...) Link to comment Share on other sites More sharing options...
Baelkin Posted October 11, 2009 Share Posted October 11, 2009 Question? How would i go about modding skin lets say. My Idea is to be able to create the Automail arm/leg that Edward Elrich has in Fullmetal Alchemist This is what it looks like:http://images.elfwood.com/fanq/k/a/kaikisu...ail_smaller.jpg Woul you have to modify the arm texture pattern or what? And how could I make it toggleable in the Gene Projection, or for example like the Scar you get from point lookout (e.g youd have your arm sliced off in some sort of event...) I can only guesstimate on how to create the model functionality you want, so don't take any of the following as "given". I have no experience modifying body meshes, so the two methods below might be complete bunk, and are entirely speculative based on how other modders have implemented similar "body altering" modifications. The method that first springs to mind is making a new body replacerment model onto which the bionic arm is hard modelled (ie. replacing the arm, plus modelling bionics on the body) and maybe creating an entirely new race in the GECK, such that it only affects your own character. I figure that you want the arm to show up when wearing raider gear and what have you, so I think this would be the most elegant, but also most work intensive, way of doing it. How exactly you implement a body replacement I have no idea, but it has been done before so there's no reason to think that a cyborg body replacement is out of the question. The other (and probably easier, but also uglier, way) is making the bionic arm a wearable item occupying an obscure Biped slot, implemented in such a way that it is invisible in the Pipboy and permaequipped/non-unequippable through scripting somehow - this method will probably cause some issues if the model requires "white space" between tubes, wires and the like as the original arm model might clip through and show in these areas, and probably also screw up during the Tranquility Lane sequence which, almost needless to say, is not a good thing. Well at least not if you care about good ratings and reputation, but then again it might just work as intended as Tranquility Lane, and any other scripted event removing all inventory items, are fickle areas to work with. You might even have to make a hybrid of the two to get it to work on all outfits, as some outfits seem to have their fleshy bits modelled onto the outfit itself rather than using a body template. Hope you can use my musings to get an idea of how you could go about doing this. Link to comment Share on other sites More sharing options...
ZeVolsung Posted October 29, 2009 Share Posted October 29, 2009 Hi guys!I wanted to play with a unique head that I would make on 3ds max. But first i made some test by using an old mesh that I exported as a nif with the last niftools from my max 7.I followed Jaysus tutorial carrefully but here's what I got everytime after countless attempts.My nif works as a Mask/Helmet It seems my mesh uses some textures in the landscape randomly...Any clues? Link to comment Share on other sites More sharing options...
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