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Armour crashes upon equip


alexdima57

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Hi all

 

So I'm currently creating an armour mashup of Ulysses jacket and trousers, Joshua graham's outfit arms and a merc grunt t-shirt and I plan on making another variant with a powder ganger shirt.

 

The issue is whenever I try to add it into the geck, it looks invisible in the view and when I try to equip it in nv it crashes. It's especially weird as I've check and there aren't multiple scene roots and I've made sure that each parts have the same configurations as their vanilla counterparts.

 

Here is a photo of the model in nifskope and it in preview in the geck:

 

https://photos.app.goo.gl/fToXdRMSAVkGzgq89

 

https://photos.app.goo.gl/b1gWvpSw1MnB8m4z9

 

Any help would be greatly appreciated.

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Have you seen the "TIP Mashing Meshes" from the "Custom items" section, the "Armor and Clothes" section, and the "Conversions" section of the wiki "Getting started creating mods using GECK" article? One of the things they point out is that you need to unparent the mesh from its original armature (skeleton) and reparent the mesh so they are all using the same armature, and of course reassign all of the bone weights as you'd expect from doing that sort of thing.

-Dubious-

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How did you try to mash them together?

 

In this case, you shouldn't need to unparent and re-rig the outfits. As long as you are using the default outfits that came with the game, they should both be using the game's default skeleton. On the other hand, if you are using outfits that have been converted to a different body type, then you will need to rig them both to the same skeleton.

 

Since you say the armor is invisible in the GECK, this makes me wonder if you used Blender, since Blender never sets the shader flags correctly when you export and armor/clothing always ends up invisible unless you fix it in NifSkope. See the section TIP Exporting a mesh from Blender for import into GECK in the Getting started creating mods using GECK that Dubious linked to.

 

Assuming that these are rigged to the same skeleton, what I would do is copy one mesh onto the other in NifSkope first, as that will properly attach each parts to a single skeleton. Save that under a new file name, then open up this combined armor nif in Blender and cut out all of the parts I don't want, and adjust the remaining meshes so that they fit together nicely. Then save that to a new nif, go into NifSkope and fix the shader flags, and then add it to the GECK.

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