monsterzer0 Posted September 27, 2014 Posted September 27, 2014 Hello, I am very new to modding so please forgive my noobish questions. I made a modification to the Better Males body, simply modifying the proportions of parts of the model, I didn't modify the skeleton or anything like that. I followed steps from this tutorial on importing/exporting .nif's from NifScope to Blender and back. http://www.nexusmods.com/skyrim/mods/15690 When I get into the game, my character's body is invisible with the exception of his head, hands, feet and tail (Argonian). I have followed the instructions approximately 3 times, so I feel like I am missing something stupid. What could I be missing that would cause this? I have attached the model if that helps. I appreciate any help! malebody_0.nif
Demonwise Posted September 27, 2014 Posted September 27, 2014 hmmm.... I don't know if this will help but you can try to manually map textures to the meshs in Nifscope. Just click on the mesh and then click on the tree header that is highlighted and there will be a sub header for lighting shader property or something like that and under that header is another for texture and if you click on that record you can see the textures that are mapped to the mesh. The reason I think this may not work is that mapping the textures that way will only be temporary and won't work in the game. Otherwise you solution is that you need to actually map the textures back onto the mesh again in blender. Now that I say this I believe that is the most likely fix for your problem, unfortunately I don't' know the first thing about mapping textures in blender. But it may give you a launch pad to find some information and tutorials out there about how you can.
Vioxsis Posted September 27, 2014 Posted September 27, 2014 List of things i found wrong with your nif 1. you had a NiNode nested in a NiNode. 2. The BSLightingShaderProperty was not nested in either NiTriShape. 3. The BSDismember partitions were set to "BP_TORSO" and not "SBP_32_BODY" (this is the reason why the body never showed in game). 4. Has Vertex Colors was set to "no", but for bodies it should be set to "yes". 5. BS Num UV Sets was set to "0" and not "1" again this is for bodies "4097" for clothes/armour. I'll link the nif i edited with the above but i have not tested it in game. malebody_0 - Copy.nif
monsterzer0 Posted September 27, 2014 Author Posted September 27, 2014 Thank you for the response! I tried it out in game and the body is heavily distorted (attachment included). I may have messed up something on the model in Blender. I will try again but will follow your corrections, Vioxsis.
Demonwise Posted September 27, 2014 Posted September 27, 2014 lol that 'distortion' is a bit of an understatement. That is what we call a cluster-fuck of geometry. It's the type of geometry they never taught in school because they were afraid we would all turn into modders.
Vioxsis Posted September 27, 2014 Posted September 27, 2014 That Geoexplosion is normally the result of vertex order differences between the _0 and _1 nif. Try setting your weight in game to 0 and/or 100, to load just the _0/_1 nif. If it all looks as it should then its a problem with vertex order.
monsterzer0 Posted September 27, 2014 Author Posted September 27, 2014 Looks like we're almost there! I set my weight to 0 and now the model is appearing but there appears to be no "texture" except for green with shades of light.
Vioxsis Posted September 27, 2014 Posted September 27, 2014 Try copying a BSLightingShaderProperty from the original working mesh to your edited one (deleting the one that's there first). ^ forget that, i just took a look at the UVs and something must of went wrong when you exported it out of blender. All the coordinates are at 0,1.
yatol Posted September 27, 2014 Posted September 27, 2014 that's because he didn't really follow the tutorial select the mesh, f9, new materiel, assign then f6 and you load something then f5 and you select uvmap if you didn't add or remove any verticle, all you have to do is put it to 12 83 and copy paste the nitrishapedata over the original mesh (and rename the mesh as copy paste give it strange names) if you add/remove some verticles, after putting it to 12 83 you save and reload it there will only be nitrishape and bsdismemberskin left, you copy paste that mesh in the original one, copy paste bslighting from original to new, put the bsdismemberskin to sbp_x, delete the original mesh and you are done
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