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Custom Armor Not Appearing In CK


Swamp Fox

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Posted

As the title states, my custom armor does not appear in the CK when I apply it to the AA form (invisible armor), however it appears just fine in NifSkope (please note: I am very much a novice when it comes to meshes, textures are more my thing). Any help would be greatly appreciated, I'll also upload the .nif file for the armor if you would like to take a glance at it.

Heavy Imperial Legate Armour_1.nif

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Posted

Hello there, Swamp Fox.

 

The problem could be under the BSLightningShaderProperty branch. you can edit manually or copy this branch from a working NIF and then re-assign the textures path to the right folder. Either way, you have this settings:

 

post-195163-0-85634600-1429008194_thumb.jpg

 

Change in each (all of them) NiTriShape branch to this:

 

post-195163-0-26629700-1429008196_thumb.jpg

 

You should also make sure that the color3 (above the float line) is black (0,0,0). 

 

This will allow the mesh to be displayed properly in game. 

 

Also, the armor isn't skinned yet, so it won't work when you wear it,  although it will show in the inventory.

 

Good luck!

Posted

I've now assigned BSLightingShaderProperty branches to all the parts that had them in the vanilla nif files, also added BSDismemberSkinInstance branches to all the parts that had them in the vanilla nif files, as I assume that is how you go about 'skinning' the armor; yet still nothing but errors, and issues when I attempt to place the nif file into the CK (will upload the most recent nif file). Nevertheless @JRCosta thanks for the information. 

Heavy Imperial Legate Armour_1.nif

Posted

I've now assigned BSLightingShaderProperty branches to all the parts that had them in the vanilla nif files, also added BSDismemberSkinInstance branches to all the parts that had them in the vanilla nif files, as I assume that is how you go about 'skinning' the armor; yet still nothing but errors, and issues when I attempt to place the nif file into the CK (will upload the most recent nif file). Nevertheless @JRCosta thanks for the information. 

 

The skinning was done using Nifskope? Usually the skin branches is created in the 3D program (Max or blender) or using a mesh rigger. Using Nifskope for skinning only works in certain models.

 

Try to delete the skin partition from the nif and see if the model is displayed properly in CK. 

 

After that, you can start to skin the mesh, just watch a tutorial. What program do you use for modeling?

Posted

@JRCosta thanks for you help, I gave it my best, but as I said earlier, meshes are not my strong suit (can't get my head around them for some reason); was hoping perhaps you could be so kind as to get the .nif file in a working condition, If not, I completely understand. 

Posted

@JRCosta thanks for you help, I gave it my best, but as I said earlier, meshes are not my strong suit (can't get my head around them for some reason); was hoping perhaps you could be so kind as to get the .nif file in a working condition, If not, I completely understand. 

 

Just tell me what is your 3D program and I'll link you to a working tutorial; or you can use a mesh rigger that doesn't need any 3D program, just a template armor file similar to the one you want to rig. You can learn to do it by yourself, really.

Posted

I use 3ds Max 2012 64bit.

 

Perfect, that is what I use too.

 

First, import your armor .nif to Max without the skeleton, and follow the steps from this tutorial here (from minute 7:00), when Nightasy teaches how to skin a mesh properly. It is a very easy procedure, just make sure to do exactly how he does it and export using exactly the same options. ;)

 

After the .nif export, just change the BSLightning branches values as before.

 

Good luck and just keep asking questions here if you found some more problems.

Posted

I imported the .nif without the skeleton, followed the video you linked, step by step from the seven minute mark, but once I attempt to add a skin modifier from the torso to one of the individual armor pieces, I simply get "Adding Skin Modifier Please Wait" continuously; If I click 'Convert To Skin' whilst 3ds still states "Adding Skin Modifier Please Wait" I get this error "Topology changing modifiers on top of the skinned wrapped mesh are not supported".

Posted

I imported the .nif without the skeleton, followed the video you linked, step by step from the seven minute mark, but once I attempt to add a skin modifier from the torso to one of the individual armor pieces, I simply get "Adding Skin Modifier Please Wait" continuously; If I click 'Convert To Skin' whilst 3ds still states "Adding Skin Modifier Please Wait" I get this error "Topology changing modifiers on top of the skinned wrapped mesh are not supported".

 

My mistake, it is with the skeleton. Without the skeleton is when you will import/add a different body, but yours already have the body included. Please repeat the import with the skeleton checked, make sure all the armor parts are selected (except the body) then apply the smooth/skin wrap modifier. My apologies.

 

You may also want to make all the non-body parts under the same mesh before make the skin wrap, to avoid creating a skin to each mesh separately; so pick one of the meshes, right click - attach and select all the non-body meshes that you will skin. This way, the skin wrap will be done all at once. If your mesh starts to get weird after the attaching, convert them to poly first, attach everything, then convert them to mesh again before the skin wrap.  

Posted

I merged all of the individual armor pieces together as you instructed, then successfully skinned the mesh. The entries under the modify tab for the merged armor part are the following: BSDismemberSkin Modifer (set to Skyrim, Main body as Skyrim, Torso 1 was not avaible), Skin (set to NPC Pelvis [Pelv], and Smooth with smoothing groups at two. I proceeded to export the .nif with the exact settings as the settings in the video, however 3ds crashed after about five seconds of it attempting to export.

 

Edit: After booting up the recovery file, I received a warning about "Missing External Files", the files being a few textures for the pieces of armor; I don't know if that could have caused the crash I got on export.

Posted

Sometimes my Max crashes that way too, the workaround is to delete the body mesh only (or only the body BSDismembering modifier in the panel) and try to export again.

 

If I need the body embedded in the mesh, just import again this fresh .nif, add the body and export immediately - this usually works. For some reason, after working some time with a body, I need to delete it and import the same body again to avoid a crash. Just say yes to save when that happen so you don't lose your work.

Posted

No need to, I've fixed all of the issues (had to put each individual armor piece through the skinning process, couldn't attach all of the individual armor pieces together as you suggested), armor works correctly now. Thank you very much @JRCosta, doubt I could have solved the issues without your help. 

Posted

No need to, I've fixed all of the issues (had to put each individual armor piece through the skinning process, couldn't attach all of the individual armor pieces together as you suggested), armor works correctly now. Thank you very much @JRCosta, doubt I could have solved the issues without your help. 

 

Well, good it worked! :)

 

Personally I don't like to use the way you did it, but if it works, it is great!

 

Just check for clipping issues, it is normal when you skin very close/overlapping meshes individually that they clip; if that is the case, there are some techniques to disguise the problem, so just drop a screenshot with the issue.

Posted

I've encountered an issue in the CK, a bit part of any NPCs left arm disappears once I allow them wear any type of foot wear with 'Calves' checked under the Biped Object section of the AA form. 

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