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Trying to port some armor...


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Posted

But it's invisible in Creation kit. Both the ground model and the model that appears on the character do not show up in Creation Kit. I've checked and double checked everything in NifSkope that I'm aware of that needs to be checked and everything appears to be in order there, so I'm stumped.

Posted

Why don't you open the 64bit Outfit Studio, import that nif, click yes when it asks if you want to Optimize nifs this session. Then export the nif to the new location in Special edition directory (it will now be optimised for se).

Then just dump the esp in SE directory, open it with the 64bit kit, save it

 

And your done?

 

Unless I completely missed what you are on about

Posted
55 minutes ago, RohZima said:

Why don't you open the 64bit Outfit Studio, import that nif, click yes when it asks if you want to Optimize nifs this session. Then export the nif to the new location in Special edition directory (it will now be optimised for se).

Then just dump the esp in SE directory, open it with the 64bit kit, save it

 

And your done?

 

Unless I completely missed what you are on about

I'm not trying to port the meshes from Oldrim to SE. I'm trying to port meshes from another game to Oldrim. SE in its current state is severely lacking in the kinds of mods that are available for Oldrim, so I have yet to install it.

 

Anyway, I've managed to port a number of weapons from the same game with no issue, so I don't understand what the deal is...

Posted

Do all places use the same slots? The slots in  the _0 and _1 nif and the slots in the .esp for the armor and armor addon all must match each other. If they don't then invisible body can occur also do you have the race set to default for the armor and armor addon? So if the slots are 32 body in the _0 and _1 nifs then they must also be the same in the .esp for armor and armor addon.

 

Spoiler

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Posted
6 hours ago, myuhinny said:

Do all places use the same slots? The slots in  the _0 and _1 nif and the slots in the .esp for the armor and armor addon all must match each other. If they don't then invisible body can occur also do you have the race set to default for the armor and armor addon? So if the slots are 32 body in the _0 and _1 nifs then they must also be the same in the .esp for armor and armor addon.

 

  Reveal hidden contents

Untitled.png

 

It's a helmet, I'm not sure if 0 - 1 weight sliders matter.

 

I should've thought to include that detail I guess.. that's my fault.

Posted

For a helmet it is probably best to back up the nif. Then open the nif in nifskope right click the helmet and go to the BSDismemberSkinInstance line and right click it and go to block - convert - NiSkinInstance then save as to overwrite the nif.

 

What this does is remove the slots from the helmet so the only ones you have to set are the ones in the .esp and those will be the ones that it'll use. For a full helmet you would want to use head and hair slot for a helmet with a face opening you would want to just use the hair one.

 

Whatever slot you pick the game will remove those on equip so that your head and hair will not be sticking out of the helmet.

 

Spoiler

Untitled.png

 

Posted
36 minutes ago, myuhinny said:

For a helmet it is probably best to back up the nif. Then open the nif in nifskope right click the helmet and go to the BSDismemberSkinInstance line and right click it and go to block - convert - NiSkinInstance then save as to overwrite the nif.

 

What this does is remove the slots from the helmet so the only ones you have to set are the ones in the .esp and those will be the ones that it'll use. For a full helmet you would want to use head and hair slot for a helmet with a face opening you would want to just use the hair one.

 

Whatever slot you pick the game will remove those on equip so that your head and hair will not be sticking out of the helmet.

 

  Reveal hidden contents

Untitled.png

 

Yup, that got the character model to show up, now for the ground model..

 

I'm going to try something that I learned from before. I'll report back if it works or not.

 

Thanks for the help, so far.

Posted

The trick I know for the ground model didn't work...

 

EDIT: I tried something else which DID work, at least it did in the Creation Kit, but then in game the ground/inventory model was invisible. On the up side the worn model shows up, so that's a start at least.

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