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Missing mesh ingame


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I used to know how to do this but I forgot one part. In nifskope, when you are copying one branch (mesh) to another mesh (for example using different part from a gun from a different mod to add it to your current gun mod), you first copy the branch. Than paste it in BSFadeNode. I know afterwards you are suppose to delete something but I forget which.



It is messing up with my gun stock texture (it should be color black with some details, but it's just a bright red color). What exactly do I delete at the end again after bringing in over a new mesh from a different mod? Thanks!

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As I understand it (and I'm a total scrub with nifskope I'm having problems right now trying to get my stuff to work) you have to remove the branch of the vanilla mesh's NiTriStripe, Copy Branch of your custom model's NiTriStripe and paste your custom branch on the top node of the vanilla (I guess BSFadeNode I don't know).

 

Say just out of curiosity are you using 3ds max? I ask because I'm struggling myself with this thing and my topic about my issue isn't getting much traction atm. My .nifs get messed up and invisible to the geck when I import/export into/from 3ds max but the nifskope looks like it should work.

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I am certainly no expert in using NifSkope, but I did the copy/paste branch routine numerous times, and there was never any need for deleting anything.

The bright red coloring you describe may be caused by wrong material settings. Check the NiMaterialProperty (under your NiTriStrips branch), then verify the specular/emissive colors are set correctly.

Also, check BSSHaderPPLightingProperty and see if the shader flags are set correctly (in most cases, only SF_Specular, SF_Remappable_Textures and SF_ZBuffer_test should be set).

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