Jump to content

Recommended Posts

Posted

I have attempted to create a chest armor from scratch using 3DS Max and it's not appearing when equipped in-game. I have a feeling it has something to do with the BS SubIndex modifier, which I have never used before and don't know anything about. I'm pretty sure subindex 3 corresponds to the upper body/torso so I made sure there were 3 and that only on 3 all faces are selected. Max crashed constantly while doing this but I eventually got it.

 

In Max I selected my mesh & the entire skeleton that was imported with the body and exported. I then copied a BSLightingShaderProperty from a working mesh onto mine in NifSkope and pointed it to a material file I created using the material editor on nexus. The textures appear okay in nifskope and the CK. Using the CK I created the mod just as I would with Skyrim and chose slot 41/torso.

 

Any ideas where I might be going wrong here? Except for the use of BS SubIndex and materials the process seems largely the same as for Skyrim.

Posted

Yes, I added it to my inventory via console and equipped it. It appears equipped in the pipboy and unequips whatever armor I was wearing.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...