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Everything I make in nifskope crashes


GendunDrup

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Posted

Hello, I make tons of models using nifskope, and I have been making models with nifskope for a long long time. For some reason, everything I've been making lately for the past couple of days has been crashing Skyrim. Not the old stuff, just the recently made stuff. I haven't been doing things any differently, and I think it may be a problem with my nifskope. Here's a model made using nifskope that is making my game crash. Can somebody check out whats wrong with it?

 

AshMummy.nif

Posted

Downloaded.  I'll take a look tomorrow morning before I go to work and see if I can pick any out that might be wrong.

Thank you. I really appreciate it.

Posted

Hi GendunDrup.

 

It crashes/hangs in the CK too?

 

Edit: at the first glance (I'm not in a computer with CK/Skyrim right now) I have noticed the first branch beeing a NiTriStrip instead of NiTriShape; would you convert it in NiTriShape (you can do that in Nifskope) and test it again? 

Posted

Hi, it also happened to me before. Objects was loading ok when I place them into world, but when I set them initially disabled and enable/activate them via a script, game was crashing everytime. 

 

Try changing the first node's name; "0 NiNode" to "0 BSFadeNode" (Numeric part is not important). It worked for me.

Posted

Okay.  A few things (most already suggested).

 

NiTriStrips vs NiTriShapes really shouldn't matter, BUT TriStrips are normally used for inanimate objects like rocks and buildings.  NiTriShapes are normally used for things you can interact with in the world that move (clutter, movable static, people, critters, etc.)  In games like Oblivion and FO3/NV the two are almost interchangeable.  I don't know if that is the case for Skyrim though.

 

FadeNodes vs NiNodes DOES matter.  FadeNodes are strictly used for objects, not people or critters (as far as I know).

 

Suggestion:  I don't know what skeleton your nif is rigged to so this is just an example.  If you used the wolf skeleton, extract a clean wolf creature nif from the BSA and then copy/paste the elements of your nif into it.  Whatever the mesh parts of the wolf nif are named, your added parts need to be the same, or with numerical suffixes the game will recognize, such as wolf.001, wolf.002, and so on.  Also if the original nif you started from has INV markers that could be part of the problem.  INV is used to orient things in the game world, so your AshMummy MIGHT BE THERE, only he's like 7 miles away or under a mountain.

 

Sorry I'm not more help, but I did try. :P

 

And whatever you're using your AshMummy for, it looks pretty cool and you did a good job on the shape and body symmetry.  It looks like it was already in the game, and that's awesome.

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