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Added mesh won't show in game


la6213

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I made the steel armor torso-less, then added a section of the studded armor to where the steel armor torso was.

I exported them as one nif file as I'm trying to make a new version of the steel armor. (all done by 3ds max)

In NifSkope, I can see that I have two meshes (excluding the body) for two parts of the same armor I'm trying to make.

 

http://img39.imageshack.us/img39/7079/nifl.jpg

 

8 for the chestpad. 16 for the torso-less steel armor.

I've already replaced the BSLightingShaderProperty of all the meshes since exporting from 3ds screwed them up.

However, in the game, when my character wear the steel armor, only the torso-less steel armor (16) was shown.

 

http://img171.imageshack.us/img171/5366/2013010900001.jpg

 

The torso I cut from the studded armor (8NiTriShape) simply won't show, not even the meshes (thus no texture as well).

I'm not sure where I did wrong? I mean I saw many armor mods using multiple meshes. And this armor shown up fine in NifSkope.

 

What can I do to make this mesh appear in game as well?

Edited by la6213
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I'd also like to know why. I seem to be able to mix and match some pieces and others not at all.

 

Did you try Right clicking on the chest piece in Nifskope and hitting Transform>Apply then saving it?

 

 

Edit...

 

Go to BSDismemberSkinInstance

Now LLook for

>Partitions

>Partitions

Body Part

BSDismemberBodyPartType = "This Number should read 32 for the Body"

 

Ps My problem was that somehow the piece I was borrowing was not labeled correctly no idea how they got it in game

 

Im positive its what I just stated above, also I figured out why the object I was using was set up the way it was. It was for an assecary slot not boots, gloves, body, or head. The different slots use different numbers in Nifskope.

 

Those numbers to the left of the NiNodes have to be the Same in both the _0 and _1 nifs. If you don't it will only work for weight 0 and 100 not weights between becuase the orders wont match.

Edited by gamefever
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