Jump to content

Issues with importing custom armor into NifSkope


Hellscreamy

Recommended Posts

Recently I picked up modeling again to create some new custom armors for a mod I'm working on. I have successfully imported a sword, statues and a bridge into skyrim so far, but I've never touched armors before. So with the use of a tutorial I tried creating some nice piece of armor.

I've created my model, both the torso and the boots and created the uv map, texture and added the weights to the armor. So far I had no problems with the tutorial until the part where I went back into NifSkope and changed the properties to make the model fit for Skyrim.

 

First I remove the Root node and edit the properties in the NiHeader to 12 and 83 and save it. The first problems start when I reload the nif file and remove the stencil, shader and material nodes. I cannot change the 'num UV sets' variable mentioned in the tutorial, the variable is set to 0 (instead of 4097 in the tutorial), grayed-out and I'm unable to edit it. This happens with both the armor and the body meshes.

 

The next problems are probably related: The BSLightingShaderProperty looks completely different from the one mentioned in the tutorial. I do not get any of emissive or specular color properties, the Shader Flags aren't there and nothing seems to be the same. The textureset property does look the same but I'm not sure if it is even used because of the 'num UV sets' issue above.

 

I created the entire armor from scratch and I did not use another mesh as base except for the body shape. I have no problems with other types of nif objects such as static objects or static weapons such as swords.

 

tutorial: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2

 

EDIT: I use NifSkope 1.1.0, Blender 2.49b and Python 2.6.6 in case you're wondering.

EDIT 2: I still have the issue with NifSkope 1.1.3. I can import weapons into the Creation Kit by opening another weapon nif, replacing the mesh with my custom file and then save it.

I tried the same with armor pieces, but this doesn't seem to work. For some reason the (mostly) correct properties of the BSLightingShaderProperty node do appear when I use an existing nif file, but not when I create a new one through Blender export. I used some boots from skyrim, added my own mesh to the node with corresponding shader and textureset, but in the creationkit only the skyrim boots appear but my custom mesh does not.

 

I don't see problems with the alpha, normals or with the saving of the mesh (the mesh and texture replacement options in the Creationkit mesh selection still appear). I think it might be a problem with the skeleton parenting, but I've followed every step in the tutorial and the skeleton nodes appear in my nif. Scaling isn't an issue either because my mesh is about the same size as the skyrim mesh.

Edited by Hellscreamy
Link to comment
Share on other sites

I'm still having this issue with the latest version of NifSkope (1.1.3) and I also have the problem with my weapons. It seems to be a problem with the nif export of blender.

Exporting as an .obj or .3ds file doesn't cause these problems, but I'm not sure how valid an option this is for armors.

Edited by Hellscreamy
Link to comment
Share on other sites

I have the exact same problems I think, I've been following the same tutorial and some of the options mentioned in the tutorial are grayed out/not available for change for me in my programs.

 

Is there anyone out there who models armour who could lend this thread a hand?

 

(bump)

Link to comment
Share on other sites

I have the exact same problems I think, I've been following the same tutorial and some of the options mentioned in the tutorial are grayed out/not available for change for me in my programs.

 

Is there anyone out there who models armour who could lend this thread a hand?

 

(bump)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...