Guest Posted August 8, 2012 Posted August 8, 2012 OK so I'm new to trying this, not even sure if this is the right thread. But I can't figure out why the armor mash up didn't work. I used nifskope and tried to combined BBP Dragon song and BBP Skanda (both from alans BBP Pack) together and everything looked right but when I applied it to the game, no changes where made. Anyone might know where I messed up? : P Thanks in advanced guys! BTW, Here's the files themselves if anyone wants to take a look or even give it a better try. http://www.mediafire.com/?yyeoee3njw4b4kw http://www.mediafire.com/?vtd935lzpym4s9i
TixIssence Posted August 9, 2012 Posted August 9, 2012 Click Transform --> Apply to the moved meshes.
Guest Posted August 9, 2012 Posted August 9, 2012 No luck : / I believed I messed up somewhere, However I'm not sure where though. I might have to just scrap this idea for now since I don't know where to start looking at the moment. Thanks for your help though mate, I'll remember it for next time!
Arngrim11 Posted August 9, 2012 Posted August 9, 2012 Dang those are some huge nif files. At a glance I can tell you that I don't see any BsdismemberSkinInstance nodes. Without those no mesh will show up ingame. I'm not sure if the Niskininstance node will work for taking its place. Also I seen that you files are of different sizes which in almost all cases will cause the weight slider not to work. The one exception I have found is when you have an extra bone weighted to a portion of the mesh at the higher or lower weight. Another thing to keep in mind is the order of your nodes they need to match in both files. I would say start over and add one thing at a time and test it. There is just to much going on in the nif for me to even try to trouble shoot it. PS. The vert count on that file is way to large I'm sure most if not all people wont even be able to use it.
Vioxsis Posted August 9, 2012 Posted August 9, 2012 At a glance I can tell you that I don't see any BsdismemberSkinInstance nodes. Without those no mesh will show up ingame. I'm not sure if the Niskininstance node will work for taking its place. Niskininstance will work fine, you don't have to have BsdismemberSkinInstance for it to work in skyrim.
Arngrim11 Posted August 9, 2012 Posted August 9, 2012 At a glance I can tell you that I don't see any BsdismemberSkinInstance nodes. Without those no mesh will show up ingame. I'm not sure if the Niskininstance node will work for taking its place. Niskininstance will work fine' date=' you don't have to have BsdismemberSkinInstance for it to work in skyrim. [/quote'] Good to know I had never tried it before.
Vioxsis Posted August 9, 2012 Posted August 9, 2012 At a glance I can tell you that I don't see any BsdismemberSkinInstance nodes. Without those no mesh will show up ingame. I'm not sure if the Niskininstance node will work for taking its place. Niskininstance will work fine' date=' you don't have to have BsdismemberSkinInstance for it to work in skyrim. [/quote'] Good to know I had never tried it before. When you export a high poly model the BSD tends to crash max 90% of the time. I don't even know why you need one, all it does is limit you to a biped slot.
Arngrim11 Posted August 9, 2012 Posted August 9, 2012 Ah so that is what causes the crash. I had just been exporting the hight poly mesh alone which seems to bust it up into pieces then importing that and weighting each piece sep. As for the it use the only thing I have seen it used for is to prevent clipping with gloves and boots.
Vioxsis Posted August 9, 2012 Posted August 9, 2012 So that's why you can select polys, thats good to know. About 200,000 is my limit without BSD and about 90,000 with, but 1 small error results in a crash with no explanation. So i tend to split a high poly if it crashes for the 3rd time and i can't see why.
Guest Posted August 12, 2012 Posted August 12, 2012 Yeah thats all beyond me : / Ha Wish I could say I knew what I was doing but I was merely just playing around in hopes of it being a simple mash up : P
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