ghostfc3s Posted March 24, 2013 Share Posted March 24, 2013 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? Link to comment Share on other sites More sharing options...
ghostfc3s Posted March 24, 2013 Author Share Posted March 24, 2013 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.... Link to comment Share on other sites More sharing options...
Recommended Posts