ThyLD Posted September 5, 2020 Share Posted September 5, 2020 (edited) Hi I'm trying to port an armor set to SSE, I've done it multiple times for Fallout 4, but this is my first mod for skyrim. I started with the helmet: I converted the mesh using blender to .obj, opened it with a reference in Outfit Studio, copied bone weights from a ebony helmet reference, modified partitions and exported as .nif.With nifskope I assigned textures and correct body slot. I created the .esp with SSEEditor, and double checked that everything was correct.I also checked the .esp with CK and nothing wrong there either. When I load the mesh in game it's just invisible. Here is a couple of screenshots of Nifskope and OS. https://imgur.com/jnkDV6n https://imgur.com/OwOKvUa Any idea if I am doing something wrong? Edited September 5, 2020 by ThyLD Link to comment Share on other sites More sharing options...
Hanaisse Posted September 5, 2020 Share Posted September 5, 2020 According to the NifSkope picture your helmet is not properly rigged to the head, it says 0 bones and no skeleton root (which should be pointing to the 0 Ninode). There's no reason to use Blender and .obj files if you're converting assets. You can use SSE Nif Optimizer if converting between Skyrim LE to SE, or just use Outfit Studio if it's FO4 to SE. Link to comment Share on other sites More sharing options...
ThyLD Posted September 6, 2020 Author Share Posted September 6, 2020 (edited) Ehy thanks for the reply, yeah I noticed comparing the model with other . nifs that BSDismemberSkinInstance bones are missing, but no matter how many time I copy them from a refernce file with OS it doesn't add them to the node. Do I have to add the skeleton root manualy in Nifskope? (Not greatest Nifskope expert I'll admit) BTW I was using Blender because the armor is a model extracted from Dragon Age Inquisition, not from Skyrim LE, And yes I used Nif Optimizer when I exported the .nif from OS before using Nifskope. EDIT. I've been trying to copy bone weights with OS on another helmet .nif that previously worked, but I have the same problem, they don't show up under BSTrishape in Nifskope. OS doesn't give me any error when I export the .nif but it doesn't even save the edtits done to the model. Edited September 6, 2020 by ThyLD Link to comment Share on other sites More sharing options...
Hanaisse Posted September 6, 2020 Share Posted September 6, 2020 In Outfit Studio, double click the shape to open the Properties box. In the Geometry tab, make sure "skinned" is ticked and nothing else. Link to comment Share on other sites More sharing options...
ThyLD Posted September 6, 2020 Author Share Posted September 6, 2020 I looked into it and for some reason Full Precision is also ticked , but I can't disable it because is greyed out. Link to comment Share on other sites More sharing options...
Adventurer1111 Posted September 8, 2020 Share Posted September 8, 2020 I am having the same problem with a Black Panther mod that I am working on. My Skyrim custom helmet shows up in inventory and when dropped but not when equipped and instead I am left with a headless NPC. The default Daedric helmet shows up fine and but using the same process but for some reason the custom helmet will not show up at all. 1. Checked and "skinned" is check-marked in OS2. Default armor works with equip and inventory with current CK settings This is the last thing I need to publish. I would appreciate any help :) Link to comment Share on other sites More sharing options...
ThyLD Posted September 8, 2020 Author Share Posted September 8, 2020 Hey I fixed this by exporting the.nif with reference, deleting the reference in nifskope and then re-exporting the .nif with outfit studio. Link to comment Share on other sites More sharing options...
Hanaisse Posted September 8, 2020 Share Posted September 8, 2020 I missed your last post but glad to see you got it working. :thumbsup: @adventurer1111, yours sounds like a different problem, and probably to do with partitions. Make sure the helmet uses slot 30_head, and the same for the biped slot in the ArmorAddon record. If still having issues post the nif file. Link to comment Share on other sites More sharing options...
Adventurer1111 Posted September 9, 2020 Share Posted September 9, 2020 @Hanaisse I changed Armor and Armor Add on so they both just use 30 and again the Daedric helmet was working in game but not the Black Panther mask. I included an image of my NIF below please let me know if this is not what you were looking for. https://www.nexusmods.com/skyrimspecialedition/images/81345 Thanks so much for all your help. I am at my wits end on this one. Link to comment Share on other sites More sharing options...
Hanaisse Posted September 9, 2020 Share Posted September 9, 2020 It's kinda difficult to troubleshoot from a picture because it looks ok so far. Some more things to check; - Click on the BSTriShape - make sure there are no translation or rotation values (i.e. should all be 0's)- Click on NiSkinData under BSDismemberSkinInstance - expand Skin Transform - make sure there are no translation or rotation values- Click on NiSkinParition under BSDismemberSkinInstance - make sure Vertex Desc has all the options of Vertex/UV's/Normals/Tangents/Skinned- Click on BSLightingShaderProperty - make sure Shader Flags 1 has option of Skinned If all of those are ok then I'd need to see the nif file to look deeper. Link to comment Share on other sites More sharing options...
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