alexdima57 Posted January 22, 2020 Share Posted January 22, 2020 Hi all So I'm currently trying to make this armour for nv, and whenever I try to equip it in-game it makes every part it covers invisible, Though I think it may be a problem with BSDismemberment, and if so does anyone know how to fix it or add a new Bsdismemberment? Also if this helps, I have used the NCR plain armor, Robco jumpsuit and the merc grunt armors for this mashup. Any help would be appreciated.Alexdima57 https://photos.app.goo.gl/ZXLdKZx8bQDrtscx5 Link to comment Share on other sites More sharing options...
AusAllerWelt Posted January 23, 2020 Share Posted January 23, 2020 Sounds like your mesh isn't properly assigned to the skeleton. Is the parent NiNode of your mesh called Scene Root? Does it have numbers in the name? Link to comment Share on other sites More sharing options...
madmongo Posted January 23, 2020 Share Posted January 23, 2020 Dismemberment has nothing to do with visibility. You are heading down the wrong path. Did you mash this together in NifSkope or did you import the meshes into a 3d modeling program like Blender? As AusAllerWelt said, the meshes need to be properly parented to a skeleton (armature). If not, they will not render properly. The meshes need to use Scene Root and not BSFadeNode root. The shader flags also need to be set properly. If you are exporting from Blender, the shader flags usually will not be set correctly, and it's easy to use the wrong settings and end up using BSFadeNode root instead of Scene Root. I'm also not sure exactly what you mean by it makes the parts it covers invisible. If you are talking about the human body underneath, that's the way it works. If armor takes up the UpperBody slot, the armor mesh needs to have its own human body parts included because it will completely replace the race's UpperBody default. If you are talking about ending up with just a floating head and dismembered hands, then you most likely either have a parenting issue or a shader flag issue. If what has been posted here doesn't fix your issue, give us more details about exactly what you did and how you did it. Link to comment Share on other sites More sharing options...
M48A5 Posted January 23, 2020 Share Posted January 23, 2020 The image you provided is not from the game, but appear to be from Blender. It would be better if you were to provide the actual image from the game. You should also check the texture path for those parts and insure they are correct. Link to comment Share on other sites More sharing options...
madmongo Posted January 23, 2020 Share Posted January 23, 2020 Is that from Blender? It's not from 2.49b. I thought it was from the newer version of NifSkope. If you aren't using Blender 2.49b you probably will not get it to work properly. You can use later versions of Blender to make statics, but that's about it. Link to comment Share on other sites More sharing options...
AusAllerWelt Posted January 24, 2020 Share Posted January 24, 2020 (edited) Nope, that image is from the latest version of Nifskope. My guess is that the the mesh is either not skinned (although I'm not sure how it would lose all the weights when it's just a mash up) or the parent NiNode is called something other than Scene Root. Both of these instances would lead to the mesh becoming invisible in game. Edited January 24, 2020 by AusAllerWelt Link to comment Share on other sites More sharing options...
alexdima57 Posted January 26, 2020 Author Share Posted January 26, 2020 (edited) Sounds like your mesh isn't properly assigned to the skeleton. Is the parent NiNode of your mesh called Scene Root? Does it have numbers in the name? Hey thanks for replying The parent NiNode is called scene root and has the number 9 Also Is there a way to check if the bones are properly assigned? I've check each part and the bones that are needed for each part seem to be there Edited January 26, 2020 by alexdima57 Link to comment Share on other sites More sharing options...
alexdima57 Posted January 26, 2020 Author Share Posted January 26, 2020 Dismemberment has nothing to do with visibility. You are heading down the wrong path. Did you mash this together in NifSkope or did you import the meshes into a 3d modeling program like Blender? As AusAllerWelt said, the meshes need to be properly parented to a skeleton (armature). If not, they will not render properly. The meshes need to use Scene Root and not BSFadeNode root. The shader flags also need to be set properly. If you are exporting from Blender, the shader flags usually will not be set correctly, and it's easy to use the wrong settings and end up using BSFadeNode root instead of Scene Root. I'm also not sure exactly what you mean by it makes the parts it covers invisible. If you are talking about the human body underneath, that's the way it works. If armor takes up the UpperBody slot, the armor mesh needs to have its own human body parts included because it will completely replace the race's UpperBody default. If you are talking about ending up with just a floating head and dismembered hands, then you most likely either have a parenting issue or a shader flag issue. If what has been posted here doesn't fix your issue, give us more details about exactly what you did and how you did it. Hi thanks for replying I mashed each mesh part up through outfit studio and then edited and exported through blender 2.49 and then assigned textures through nifskope also yeah it is pretty much a floating head and hands, is there a way to find out whether it's a shader flag or parent issue? Link to comment Share on other sites More sharing options...
alexdima57 Posted January 26, 2020 Author Share Posted January 26, 2020 The image you provided is not from the game, but appear to be from Blender. It would be better if you were to provide the actual image from the game. You should also check the texture path for those parts and insure they are correct.Hi thanks for replying The image is from nifskope and is what the mesh should look like, the texture paths as far as I know are ok as I assigned them myself Here are some images of the outfit in game and I didn't notice this before but it looks like a part of the mesh is stretched somewhere away from the body https://photos.app.goo.gl/P675m4zKt9KigT2y9 Link to comment Share on other sites More sharing options...
madmongo Posted January 27, 2020 Share Posted January 27, 2020 (edited) Hi thanks for replying I mashed each mesh part up through outfit studio and then edited and exported through blender 2.49 and then assigned textures through nifskope also yeah it is pretty much a floating head and hands, is there a way to find out whether it's a shader flag or parent issue? I have no experience at all with outfit studio for FNV. I have a fair amount of experience with Blender though. Blender pretty much never exports the shader flags correctly for clothing/skins. Open your nif in nifskope. At the very top should be a NiNode called Scene Root. If you instead have a BSFadeNode Scene Root then you had your export settings wrong in Blender. Basically, on the nif export screen, make sure Fallout 3 is selected, then click on Restore Default Settings for Selected Game (lower left). Then on top center, click on Creature (creature skins and clothing are the same thing as far as the game engine is concerned). Now on the right, under Shader Options, make sure Use BSFadeNode Root is unselected. Now export your nif. Once you have your nif, go into NifSkope. For each mesh part, click on BSShaderPPLightingProperty. Scroll down a bit and you should see Shader Type and Shader Flags. For all clothing/armor parts, the shader type should be set to SHADER_DEFAULT. For human skin parts (i.e. the visible part of your arm if you are wearing a T-shirt, for example) the shader type should be set to SHADER_SKIN. For the shader flags, for clothing/armor parts, make sure SF_Skinned (near the top) and SF_Shadow_Map (near the bottom) are both checked. For human body parts, SF_Skinned and SF_FaceGen need to be checked instead. Blender usually sets the rest of the flags correctly. If you want to double check them, they should be SF_Specular, SF_Remappable_Textures, and SF_ZBuffer_Test. Edited January 27, 2020 by madmongo Link to comment Share on other sites More sharing options...
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