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Invisible custom armor


db86

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Hi there, I hope someone might be able to help me with my problem. I'm totally new to importing models into skyrim, but have followed a lot of tutorials on how to do it. I've created a custom hood from the basis of the greybeard one. Now everything seems to work perfectly until the moment when I open skyrim and I see my bald character. In CK however it looks just perfect, although I get a BSLightningProperty error but as I read it might be related to ENB. Anyway when I ignore the message my mesh is shown as intended. Now maybe I did something wrong in CK? Or might it be related to weighing? I created the hood only for level 1 weight. Do I have to edit it for the other weights even when my char has full weight? Or is it related to block order in NifSkope? Num UV Sets is 4097, and the path of the textures are also right.

 

http://www10.pic-upload.de/23.03.13/w8bwbdv7hk.jpg

 

http://www10.pic-upload.de/23.03.13/n8hdljlcpsmx.jpghttp://www10.pic-upload.de/23.03.13/dh6n9lbffgh1.jpg

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Two things you should check for as well,

In Nifskope, check your BSDismemberSkinInstance, and see if the Body partition is set to SBP_131_Hair.

 

In CK, check the hood's ArmorAddon Biped's Slot, and see if Hair is selected.

Edited by hardarg
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Thanks for your help. Checked and both is true. I don't think it matters if in NifSkope Body partition is only 131 and not SBP_131_Hair? Also the AA has long hairs and ears selected.

Edited by db86
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May it be related to the Skinwrap procedure? Because in the tutorial (

) his helmet only has the instance head and mine like spine, head, etc. and is not completely red as his one.

http://www10.pic-upload.de/24.03.13/rezoj48yzlub.jpg

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All right, did some further research and it's probably related to the amount of vertices. Obviously my hood does not have the same amount as the greybeard hood and therefore gets blown up ingame. How are you guys importing custom meshes? Any tutorials on that? Because the ones I found only describe the process on the base of original armor with the altered version having the same amount of vertices.

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I finally got to see your screenies, looks like the stuff you did in CK is okay,

 

I don't think having an _1 without _0 won't really affect with meshes not showing ingame, tried it with mine.

 

 

If you've altered the number of vertices by adding or deleting new ones, you have to reapply the skin modifier, as well as the BSDismemberSkinInstance modifier.

 

Here are recommended import/export settings for 3DSmax (applicable to different versions)

http://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/

Edited by hardarg
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The trick is to skin wrap it properly and get a functioning BSDismember. Basically the short version: make it a editable mesh, skin wrap modifier, select face and all weights and then add the appropriate partner to skin to - in your case i would say its the head itself. When done - create skin. with skin selected you choose faces, select your entire hood in the viewport and then deselect faces - thats it.

I can only suggest to follow the tutorials from nightasy - they are in a very good pace and cover each and every step perfectly. Your problem might be solved by watching the episodes 15 and 23. His videos are here -> nightasy video tutorial.

Since you say your armor is invisible - that can relate to a wrong bodypart actually - i had the same when i had a mismatch between CK and NIFScope.

 

quote from the mod wiki here on nexus:

 

my mesh is invisible issue 1

check the materials if are correctly allocated in first property the texture and second the alpha property , the texture may need an alpha

My mesh is invisible issue 2

if it is only invisible when equiping other items like boots and gloves, it's because the wrong Body Part Partition is assigned to that face selection
Edited by dwiss
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Thanks for the reply dwiss. I'm already on it. I will now start with a simple vanilla mesh and follow his tutorial step by step just to ensure that I'm familiar with the routine and my programs work as intended.

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A quick way to check for the body part is to open the CK and check the body part number set in there. Then open your nif file in nifscope and go to the bodypart section in your node. Looks like this:

http://static.skyrim.nexusmods.com/images/4026707-1364294699.jpg

 

 

Make sure that the numbers in here and in the CK are identical - so in this example its 45

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