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Posted

I have modified other peoples modes before an never had an issue with nifskope section of the modding process.



However I am doing a port of a model, rigged it myself and got it out of blender. I can see it Nifskope (1.1.3 Revision 36edbfd)


Go to play with it in GECK, it is invisible.



I used this tutorial,


http://wiki.tesnexus...Fallout._Part_1



Blender export options are,



Export Geometry only


Force DDS Extensions



Stitch Strips


Smoothen inter-object seams


Flatten Skins


Export Skin Partition



Collision options


Wood


Solid



Shader options


Default type


z Buffer Shadow Map Empty Unknown 31



Export Dismember body parts (I made custom caps)



I load it up into Nifskope, all the NItrishape have two blocks I never seen before



Ni stencilProperty


Ni SpecularProperty



I can't for the life of me find Tspace flag,


As well as my root is NINode not a BSFade node (never used that before)



I tried the copy and past mentioned in the Tutorial but when I copy the block over it changes the the name in the value section to a bone rather then keeping the object name IE NinjaMainbody object name.



I did make knee pads using the vanilla bandit model and never had to do that, just us nif scope to point it to the right texture files, or add gloweffects.



So a little lost at this point, any suggestions?

Posted

So was doing everything right, but windows 7 and its admin rights was block changes and saves from my working dir, to the fallout3 dir, I got it worked out....

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