lb10111 Posted January 1, 2020 Share Posted January 1, 2020 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. Link to comment Share on other sites More sharing options...
NikaCola Posted January 2, 2020 Share Posted January 2, 2020 Is the chest piece equipped according to your pip-boy? Link to comment Share on other sites More sharing options...
lb10111 Posted January 2, 2020 Author Share Posted January 2, 2020 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. Link to comment Share on other sites More sharing options...
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