Jump to content

Entire armor set turns invisible if I remove any pieces from the .nif mesh


Recommended Posts

Posted

Hello everyone, I'm pretty new to nifskope and my knowledge is very rudimentary. I only know how to remove armor pieces from .nif meshes by clicking pieces named "BSSubIndexTriShape" and removing the block. Usually, this achieves the intended effect of removing that piece of the armor in-game, but with some armors, like Bazoonga's riot girl, removing ANY such pieces from the mesh in nifskope causes the whole armor to turn invisible in-game. (Just in case I need to mention this - I make the edits strictly for personal use, no redistribution)

 

What am I missing here? 

Posted

What am I missing here?

No idea off the top of my head, but you could try a different means of achieving the same effect.

 

 

 

06eei4ab1hf51ai7g.jpg

 

 

 

Select a BSSubIndexTriShape and then in the block list click the flag to bring up a selection box, and select "Bit 0 hidden" then accept.

Or just change the number from 14 (most likely) to 15, should achieve the same as above.

Posted

 

What am I missing here?

No idea off the top of my head, but you could try a different means of achieving the same effect.

 

 

 

06eei4ab1hf51ai7g.jpg

 

 

 

Select a BSSubIndexTriShape and then in the block list click the flag to bring up a selection box, and select "Bit 0 hidden" then accept.

Or just change the number from 14 (most likely) to 15, should achieve the same as above.

 

 

Hey, thanks for taking the time to reply! 

After fiddling with nifskope for a while, I found that block > remove branch achieves the desired effect. I assume that what was happening was that when I clicked block > remove, I left over data relevant to the removed part of the mesh which the game attempted to load, and in failing to do so was unable to load the whole mesh, so when I removed the branch, it removed all relevant data. Just a guess though, at this point I'm just randomly twisting a rubik's cube around until I get results. 

 

Nevertheless, I will try what you recommended to see if that works too, since it will probably come in handy in the future.

Posted

Ahh, then in that case you can use "ctrl" + "Delete" to remove selected branches, much quicker and less prone to miss clicks.

Also the only use hiding part of a mesh would come in handy over strait up removing, is if the mesh uses texture sets (something set up in the CK, esp/esm).

 

So if you ever remove a BSSubIndexTriShape and it messes up the texture you can hide the BSSubIndexTriShape instead and keep the texture intact

Though there are probably close to 0 things that use texture sets over a material swap in Fo4, but then again deleting BSSubIndexTriShape might also mess up a material swap the same way.

Posted

Ahh, then in that case you can use "ctrl" + "Delete" to remove selected branches, much quicker and less prone to miss clicks.

Also the only use hiding part of a mesh would come in handy over strait up removing, is if the mesh uses texture sets (something set up in the CK, esp/esm).

 

So if you ever remove a BSSubIndexTriShape and it messes up the texture you can hide the BSSubIndexTriShape instead and keep the texture intact

Though there are probably close to 0 things that use texture sets over a material swap in Fo4, but then again deleting BSSubIndexTriShape might also mess up a material swap the same way.

 

Thanks, I'll play around with both options and see how the mods I have respond to each. 

 

By the way, another quick question that probably doesn't warrant a separate thread: 

 

Let's say that I have a mesh that doesn't have any 'pieces' (as in, it only has one BSSubIndexTriShape and thus can't be selectively stripped of pieces) and I want to remove/hide certain parts of it, my only option is doing so in 3D modeling software, right?

Posted

Yes, pretty much, though using outfit studio that's built in to body slide is probably the easiest to do it with.

 

Though you can also attach an NiAlphaProperty to the BSSubIndexTriShape, then edit the texture so it has an alpha channel that you can use to hide parts of the mesh.

Assuming you know where the geometry's shell is located on the UV map.

 

But learning to use outfit studio (or 3ds max/maya or blender) to edit/alter the mesh is a much better plan then using alphas to hide something.

Posted

Ive also found that ANY extra bones, not linked to a mesh with BSSkinData, will cause the outfit to not appear, as well as not having Skinned flag set under BsLightingShaderProperty

 

Edit: also setting an NiAlpha property cant be done in nifskope - makes the mesh dissapear completely.. However I believe using the Material Editor it allows you to set Alpha of the texture.. Not sure if it will affect the mesh or not

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...