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3dmax/skyrim nif related errors and fixes [old thread got archived]


nooblet123

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Posted

This is a list of annoying errors that I've encountered and solutions to them.

 

Error on export / no message / crash: too many vertices, reduce them or split mesh into multiple pieces and export only ONE at a time

 

Error on export / no message / crash: stack is too long, collapse everything to edit mesh/edit poly, then add skin + bsdism

 

Error on export / can't link to skeleton: temporarily delete everything except skeleton and the target mesh, and then export the whole scene as nif

 

Error on export / no message / crash: too many materials with bsdism, delete all materials    $.mat=null

 

UVW unwrap crashes - collapse stack to editable mesh

 

Rare : mesh loses rotation/position in max when you load a scene : use editable poly instead of editable mesh and collapse to it

 

Rare error on export / no message / crash: add smooth 2 modifier (WTF????)

 

 


Error on export / no message / crash: Removed polys from the mesh without removing the old BSDismemberSkin and adding a new one.

 

Error on Export / "Failed to find suitable skeleton root" / Add the spine (1/2) or pelvis to the list of bones in the skin modifier and export (they don't need to be assigned any weights)

 

 

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Mesh is rigged everywhere, but floats in game : enable SLSF1_skinned flag in lighting property in nifskope

 

Invisible mesh in game : verify vertex colors flags in nifskope / wrong bsdism slots

 

 

 

A new one:

Armor/mesh is fine in 3dsmax, even works with animations, but explodes in nifskope: export bare mesh (without skin, bsdism) as obj from 3dsmax, create new scene w/ a skeleton/body to which you were trying to rig. then import obj and re-rig it.

 

 

 

Post more errors if you got some.

 

old thread http://www.loverslab.com/topic/26268-3dmaxskyrim-nif-related-errors/

  • 5 months later...
Posted

max can freeze if you import your exported mesh with skin+bsdismember and try to convert it to edit poly. So delete bsdismember and skin and then convert to poly.

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