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Converting meshes between different types.


numberland

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So, I'm doing a fair bit of editting skyrim meshes and generally seem to be getting the hang of it. One thing is really confusing me - I can't find a way to convert between different types of mesh (or find anyone talking about this successfully online). For example I want to be able to convert ingredients and traps (i.e. the poison bloom) into plant meshes, to convert meshes with movement indicators into static meshes (e.g. for trophies in Hearthfire). Proding Nifscope the mesh shapes are stored in the "NiTriShapeData", the textures in "BSShaderTextureSet" and various other data in other places (e.g. switch nodes if it's harvestable). If I'm producing the same type of mesh (e.g. using one harvestable plant to as base for another 3d mesh and producing a harvestable plant) I can just copy these over and it works. However if I try this e.g. with the poison bloom it seems to work in NifScope but in Creation Kit and skyrim I just get a errors or there appears to be no texture (it's just black). Any help with this would be awesome.
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This thread might shed some light.

 

You don't need Nifskope to make a static object. Just make a new static in CK then select any mesh file you like, using the form.

 

The main tricky bit is if you are making an activator but the mesh you want doesn't have collision. Then you need to use Nifskope to make your own collision, or copy-and-paste from a suitable nif. Also, in the thread I linked to, we figured out how to use Switch Nodes to change the mesh when a plant/object is harvested.

Edited by steve40
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This thread might shed some light.

 

You don't need Nifskope to make a static object. Just make a new static in CK then select any mesh file you like, using the form.

So, my issue is with getting more trophies for the byoh trophy stands - if I use an animal mesh it doesn't appear in game, if I copy shapes and textures into an existing mesh for a trophy I get either a black mesh with no texture or nothing showing up at all. I'll have a read through that thread but I'm not entirely sure how relevant it will be.

 

The main tricky bit is if you are making an activator but the mesh you want doesn't have collision. Then you need to use Nifskope to make your own collision, or copy-and-paste from a suitable nif. Also, in the thread I linked to, we figured out how to use Switch Nodes to change the mesh when a plant/object is harvested.

So I fairly quickly figured out that the switch nodes were what was needed to make a plant harvestable and get that set up. My problem is with things which are not plants (let alone harvestable) - things like the Poison Bloom in either ingredient form or trap form, other ingredients that do not have a flora version etc. They tend to either break creation kit or turn up without texture despite looking fine in nifscope...

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