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Need some help with nifskope (custom mesh)


chaosvine

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I've never modded an armor so I don't know about that :/

 

I managed to fix it with some help from someone over at niftools forums. Turns out I had some incorrect settings.

 

Now I'm attempting to create the world object model (using the tutorial you showed me). I have done everything but the textures won't show up on the model. Also creation kit crashes when I try to preview it.

 

Here is the nif file I'm working with:

http://www.gamefront.com/files/22698086/ringofcritgo.zip

 

Any help would be greatly appreciated.

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Just a few things i saw during a quick check (and i'm sure there are others as well):

 

1. Normals are pointing into the wrong direction (grey surface), rightclick on NiTriShapeData, MESH => FACE NORMALS (white surface)

 

2. When you click on NiTriShapeData, in Block Detail window below, NUM UV SETS is 0, that means that you mesh has no UV map / it's damaged...that often happens when you import your mesh from an .obj in combination with new versions of NifSkope....version rc4 works for me. Another way to check the mesh for such an error is to rightclick on NiTriShape and TEXTURE => EDIT UV or in the menu above SPELLS => BATCH => UPDATE ...you get an error msg so you have to reimport the mesh with an older NifSkope version that works or as .nif, not .obj

 

3. The VALUES on the right side of each block are not named correctly, so the game might fail to recognize them (like 0BSFadeNode is marked as CollisionMesh[10], the NiTrishape as Scene Root and there is even a WeaponBack value in your nif, that's only used in .nifs for 2h weapons to attach the weapon to a bone...just open a random GO.nif from a vanilla armor and compare...or use it as base to copy/paste your stuff.

 

...

 

 

greetings

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Just a few things i saw during a quick check (and i'm sure there are others as well):

 

1. Normals are pointing into the wrong direction (grey surface), rightclick on NiTriShapeData, MESH => FACE NORMALS (white surface)

 

2. When you click on NiTriShapeData, in Block Detail window below, NUM UV SETS is 0, that means that you mesh has no UV map / it's damaged...that often happens when you import your mesh from an .obj in combination with new versions of NifSkope....version rc4 works for me. Another way to check the mesh for such an error is to rightclick on NiTriShape and TEXTURE => EDIT UV or in the menu above SPELLS => BATCH => UPDATE ...you get an error msg so you have to reimport the mesh with an older NifSkope version that works or as .nif, not .obj

 

3. The VALUES on the right side of each block are not named correctly, so the game might fail to recognize them (like 0BSFadeNode is marked as CollisionMesh[10], the NiTrishape as Scene Root and there is even a WeaponBack value in your nif, that's only used in .nifs for 2h weapons to attach the weapon to a bone...just open a random GO.nif from a vanilla armor and compare...or use it as base to copy/paste your stuff.

 

...

 

 

greetings

 

Thanks for the help, what I've done is simply copy over the BSFadeNode and collision data (and other nodes) from one of the vanilla rings and put my trishape and properties and textures in the appropriate places. Now I see the textures and mesh in both nifskope and the creation kit. I have a new problem however, in game the ring shows up correctly on the body, but there is no model displayed in the item menu (it's blank). Also, when I drop the ring it hangs in the air and I can't pick it up. I'm receiving an error when I try to preview the ring the creation kit. Something about the specular property being less than or equal to 0. I don't really understand what that means.

 

Here is the remade go nif: http://www.gamefront.com/files/22699984/ringofcritgo.zip

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Dude...just compare it to a vanilla ringGO.nif , use it as base and copy your mesh into it...you're still missing blocks, value name is not correct (Material.001)...and ignore CK error messages, most are meaningless - as long as it works ingame.

 

http://666kb.com/i/c9h97dpxaas7tewhq.png

Edited by ghosu
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Dude...just compare it to a vanilla ringGO.nif , use it as base and copy your mesh into it...you're still missing blocks, value name is not correct (Material.001)...and ignore CK error messages, most are meaningless - as long as it works ingame.

 

http://666kb.com/i/c9h97dpxaas7tewhq.png

 

Ok I fixed the names and copied over the missing BSInvMarker and BSXFlags. This did not fix the problem I described. =/

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