Flopsie Posted January 24, 2013 Share Posted January 24, 2013 Some days ago I made a custom sword for Skyrim, everything worked so today I created a scabbard. However now NifSkope always throws an warning "link points to wrong block type" and my texture won't load in-gam(in Nifskope it does). The sword texture loads fine though.The warning links to the BSLightningShaderProperty of the scabbard, so I assume the two problems are linked.(I'm using rc4)http://i.imgur.com/wC86UUcl.pngThis is how it looks in-game:http://i.imgur.com/5tivlrul.jpgAs you can see, it clearly loads something. I assume the normal and specular map. The texture however not. I also tried with another texture and it gives the same result. Thanks Also, how can I change the position of the sword so that the scabbard come closer to the hip, and isn't floating in the air? Link to comment Share on other sites More sharing options...
VectorPlexus Posted January 25, 2013 Share Posted January 25, 2013 If the problem is in BSLightningShaderProperty, why did you posted an image showing the BSShaderTextureSet Block Details? You can't expect ppl to have magic crystal balls and guess whats in the BSLightningShaderProperty! =) Anyway, not knowing what your workflow is or what kind of error msg that is, I would suggest you to delete BSLightningShaderProperty, open a working weapon nif with similar shading, copy the BSLightningShaderProperty from one nif to the other, and then reset the NiNode Properties to parent the pasted one on your nif. Link to comment Share on other sites More sharing options...
Flopsie Posted January 25, 2013 Author Share Posted January 25, 2013 Than you for your response. I opened the EbonySword niff and changed the scabbard. It gave me the same error, even if I didn't change anything.But tha game is clearly loading the textures wrong. The parts are defined correctly, you see that the metal part is different than the leather part, but is shows strange colors and bumping.http://i.imgur.com/dAEPGaxl.jpg This is how the model should look(Cinema 4D render):http://i.imgur.com/Zz4i6Szl.jpg Because the textures load fine in C4D I assume my UV maps are correct. If not the metal part wouldn't be so visible in-game. Thank you This is theBSLightingShaderProperty of the scabbard:http://i.imgur.com/adiu1YVs.png Link to comment Share on other sites More sharing options...
ghosu Posted January 25, 2013 Share Posted January 25, 2013 Upload nif+dds (and esp if you already made one) so someone might check it. Link to comment Share on other sites More sharing options...
Flopsie Posted January 25, 2013 Author Share Posted January 25, 2013 Alright, in fact Ghosu. It was your tutorial series I followed(they were great). The sword works fine, but if I follow the same steps for the scabbard it doesn't work. Here are the DDS, niff and esp fileshttp://www.mediafire.com/?ju17mtmvqotvc96 Link to comment Share on other sites More sharing options...
ghosu Posted January 25, 2013 Share Posted January 25, 2013 Click on the scabbard's NiTriShapeData, in the block details window below change HAS VERTEX COLORS to YES Link to comment Share on other sites More sharing options...
Ghogiel Posted January 25, 2013 Share Posted January 25, 2013 In shader flags 2 try disabling the vertex color flag. Or actually enable vertex color in the nitrishapedata Link to comment Share on other sites More sharing options...
Flopsie Posted January 25, 2013 Author Share Posted January 25, 2013 Thanks ! I checked in CK and the textures showed up, awesome!!Do you also have an idea how I can move the sword more to his hip? Because the scabbard floats in the air. Link to comment Share on other sites More sharing options...
ghosu Posted January 25, 2013 Share Posted January 25, 2013 (edited) When you click on a NiTriShape (scabbard or weapon) there is a line named TRANSLATION in the block details window below...change these values to change position. Though, keep in mind that changing the sword's position will change the position in the character's hand as well. The scabbard is attached to an own bone, so you could change the bone's position in the character's skeleton.nif. BUT this would affect all scabbards and if you want to upload the mod all users need the same skeleton - won't happen since most use already customized body/race mods. Maybe remodel the scabbard a bit so it fills the empty space...some kind of loop or belt - better than nothing. Edited January 25, 2013 by ghosu Link to comment Share on other sites More sharing options...
Flopsie Posted January 25, 2013 Author Share Posted January 25, 2013 Thank you very much Ghosu, you've been a big help ! Link to comment Share on other sites More sharing options...
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