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Specific Nif causes CTD [SOLVED]


TentakelnBitte

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Posted

I'm porting my character's head over from a different game. It has already been uv mapped to Skyrim's textures, resized, and fitted to new hair. I ported it through Blender, then rigged it in Outfit Studio, finishing it off in Nifskope. It's flagged as Head and set up in the CK as a helmet like the Nord Plate Helm so it should replace the player's entire head & hair.

 

Problem: Crashes Skyrim when equipped

 

It looks fine in OS and CK, though the hair & teeth are misaligned in Nifskope (but that is normal with most facegens). I have tried cutting it down to just the face (no hair, eyes, teeth) so the nif was as simple as possible and it had the same issue. I've also reported it from scratch, reweighted it in OS, changed it from NiTriShape to BSSegmentedTriShape at someone's suggestion (actually they said something like BSSubSegmentedTriShape, but there was no option for that). 

 

Nifskope reports no errors on saving, and it loads fine in Creation Kit. 

Can someone more experienced with nif's or custom meshes take a look at this and see if there's some obvious issue I'm missing?

 

NOTE: this version has no hair, but does have eyes & teeth. I do NOT want/care about facial animations; I just want it as a static helmet.

HEDHEDHED.nif

Posted

I copied the bone weights from the default femalehead.nif this time (instead of manually weight painting), and again no errors in Nifskope, Outfit Studio, or the Creation Kit. Still crashes to desktop when equipped. I have no idea what could be going wrong, because it appears to be fine...

FecknHead.nif

Posted
Spoiler

Untitled.pngUntitledd.png

First one is a skyrim head 2nd one is yours.

 

I'm not sure if that SKSE stuff should be in there or not. You might have to rename bhead to FemaleHead if that doesn't work then try these other things.

 

First make a copy of your file/files and delete out the brow teeth left/right eye then overwrite the nif and try in game and see if it crashes if it does then try deleting out the SKSE and try again. If it doesn't crash after you have deleted out the eyes and stuff then you'll know that it's one of those doing it and then you can make a copy of the good nif and overwrite the one that you altered and then delete out one thing like 1 eye overwrite and try in game.

 

Once you narrow it down to the culprit you can fix it. If it was the SKSE doing it then you can make a new copy of the head and overwrite the altered one and delete out the SKSE stuff.

 

Make sure when you delete stuff out that you right click the mesh piece and go to block - remove branch so that it deletes the mesh as well as anything that is attached to the mesh piece.

 

Or right click the SKSE line and go block - remove branch.

 

I will say that the head will most likely look weird in game as it's very easy to tell there are 2 head meshes fused together.

Posted
4 hours ago, myuhinny said:

 

I've already tried removing the SKSE lines (OS added them) and it still crashed. I also ported just the face, but it still had the same problem.

 

Depending on how lazy I get, the static head is "good enough", though the idea is to equip it and sculpt in-game over it. I know, it's a very sloppy mesh, but RaceMenu is a nightmare to sculpt manually in. Blender is so much easier, but exporting from it is pretty hit or miss.. :/ 

Posted
2 hours ago, TentakelnBitte said:

equip it and sculpt in-game over it.

 

Or load a skyrim hipoly head over it and conform it in Blender.

Posted

You could try starting a new project in outfit studios and then loading the nif into outfit studios and export the different mesh pieces out in .OBJ format then delete the mesh pieces and import those .OBJ pieces back in and then add then reweight them to the head bone. This will remove any bad things that were attached to any of the files and then you can try and see if that fixes it.

Posted

I have blindly revised the following Nif on the laptop with the following changes:
- Renaming to SceneRoot instead of FemaleNif
- All NiNodes neutralized -> Converted to NiSkinInstance
- XML for Havok packed in NiStringsArray
- Correction of shader types for brows and eyes
- Correction of ShaderFlag 1 for head mesh

HEDHEDHED.nif

 

 

As I said, all changes made on the laptop from my mind.

Posted

@Andy14

 

Heads don't have SceneRoot as far as I can see as all the ones I opened in nifskope that I have in my game folder from various followers and characters. Normal ones have FemaleHead.nif and FaceGenData ones use BSFaceGenNiNodeSkinned

 

@TentakelnBitte

 

Looking at a different head nif that has the SKSE in it your's has one too many. The 2nd one isn't needed and you first one should be Data/SKSE/Plugins/hdtPhysicsExtension and I'm not sure if there is anything after that as I can't figure out how to bring it up to where you can see the whole line.

Posted
27 minutes ago, myuhinny said:

Heads don't have SceneRoot as far as I can see as all the ones I opened in nifskope that I have in my game folder from various followers and characters. Normal ones have FemaleHead.nif and FaceGenData ones use BSFaceGenNiNodeSkinned

That's why. ;)

He wanted to use it as a helmet.

Posted

Thank you, everyone, for the replies!

  

16 hours ago, Andy14 said:

I have blindly revised the following Nif on the laptop with the following changes:
- Renaming to SceneRoot instead of FemaleNif
- All NiNodes neutralized -> Converted to NiSkinInstance
- XML for Havok packed in NiStringsArray
- Correction of shader types for brows and eyes
- Correction of ShaderFlag 1 for head mesh

HEDHEDHED.nif 192.56 kB · 1 download

 

....

That's why. ;)

He wanted to use it as a helmet.

 

This was the first version I got to load in without crashing! I tried to use it as the reference on the rest of the pieces, but that didn't work. HOWEVER, you discovered the stupid thing I was messing up: I should have been referencing a helmet, not a head, duh... omfg 

 

17 hours ago, myuhinny said:

You could try starting a new project in outfit studios and then loading the nif into outfit studios and export the different mesh pieces out in .OBJ format then delete the mesh pieces and import those .OBJ pieces back in and then add then reweight them to the head bone. This will remove any bad things that were attached to any of the files and then you can try and see if that fixes it.

 

So, I did this and referenced an actual vanilla helmet this time... and it worked!! I am sooo happy and relieved, TYSM

 

20 hours ago, 27X said:

 

Or load a skyrim hipoly head over it and conform it in Blender.

 

I do intend to sculpt a proper head eventually, but didn't want to spend the time perfecting it before figuring out how to export it successfully. Now that I have a successful work flow, I can go back and make a non-garbage mesh. Whether I do it in Blender or RaceMenu is irrelevant, since I can do either one easily now. :) 

 

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