PleasantPeasant Posted July 25, 2018 Posted July 25, 2018 Howdy, I had an account on here years ago and I can't remember the login details, so I've made a new account. So I've hit a snag with this Exdeath mod I'm making for skyrim, I can rig the model just fine and it appears to work in game but when it comes to applying the textures, for whatever reason I can't get to them to work, I can "apply" the textures in the creation kit and they will show up on the preview on there, but ingame? No, for reasons I can't understand the game crashes after applying the textures, while an untextured model works fine. Included is the textures along with the model incase anyone wanted to take a closer look, any help would be appreciated. Exdeath.rar Edit: Here is a screenshot to show the current state of him in game as you can see the textures aren't there because I can't get them in without crashing the game
GenioMaestro Posted July 26, 2018 Posted July 26, 2018 Im not expert in modeling and only see that some of your textures not have mipmaps. I not know if they must have it or if put the mipmaps can solve your problem.
PleasantPeasant Posted July 26, 2018 Author Posted July 26, 2018 Hmm ok, I'll keep toying around, maybe adding mipmaps will help.
Andy14 Posted July 27, 2018 Posted July 27, 2018 1. The BSShaderTextureSets in your nif have no valid textures. Correct these entries. textures\program textures\program_n textures\program All paths are relative to the data. For example: textures\armor\Exdeath\cape_d.dds Check your setting in Nifskope so that textures with relative paths are displayed in Nifskope 2. All textures (except specular maps) need a mipmap. 3. Emissive Multiple in BSLightingShaderProperty in your nif is 0. Set it to 1. 4. You use FaceTint in Shader Flags 1 for Default Shader Type. This is instant CTD. Remove SLSF1_FaceGen_RGB_Tint.
PleasantPeasant Posted July 28, 2018 Author Posted July 28, 2018 On 7/27/2018 at 11:14 AM, Andy14 said: 1. The BSShaderTextureSets in your nif have no valid textures. Correct these entries. textures\program textures\program_n textures\program All paths are relative to the data. For example: textures\armor\Exdeath\cape_d.dds Check your setting in Nifskope so that textures with relative paths are displayed in Nifskope 2. All textures (except specular maps) need a mipmap. 3. Emissive Multiple in BSLightingShaderProperty in your nif is 0. Set it to 1. 4. You use FaceTint in Shader Flags 1 for Default Shader Type. This is instant CTD. Remove SLSF1_FaceGen_RGB_Tint. Thanks, that did the trick, no more crashes, now I have one more issue to resolve, for whatever reason whenever I rig my model for skyrim the hands just disappear from the model in game and on Creation Kit, everything gets in fine but the hands just disappear or are most cut off, any fixes for this?
Andy14 Posted July 28, 2018 Posted July 28, 2018 Incorrect slot assignment (Nif, Armor Addon, Armor) and/or missing model for first person. Without exact description or screenshot hard to say.
PleasantPeasant Posted July 28, 2018 Author Posted July 28, 2018 2 hours ago, Andy14 said: Incorrect slot assignment (Nif, Armor Addon, Armor) and/or missing model for first person. Without exact description or screenshot hard to say. As you can see in this screenshot, everything excluding the hands renders fine, the nails and rings for the hands show up but the hands them selves don't appear in the creation kit or in game but they do show up fine on Nifscope and 3dsmax.
Andy14 Posted July 29, 2018 Posted July 29, 2018 9 hours ago, PleasantPeasant said: As you can see in this screenshot, everything excluding the hands renders fine, the nails and rings for the hands show up but the hands them selves don't appear in the creation kit or in game but they do show up fine on Nifscope and 3dsmax. This could be a skin problem. What kind of normal map uses this hand mesh (model/object, tangent)? Other things in the nif that should be corrected. For skyrim BS Num UV Sets = 4097 is correct. But Unknown Int 2 should be 1, not 0. After changing these two properties click on: Spells -> Batch -> Update All Tangent Spaces. Part of Exdeath:12 mesh has inverted faces. In Nifskope you can try to fix that: Right click on mesh in this order: -> Mesh 1. Flip Faces 2. Flip normals 3. Face Normals 4. Update Tangent Space
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