Custom robot trouble, Geck okay but Game CTD?

Post » Tue Jan 27, 2015 6:43 pm

As a nice relaxing break from my Dalek mod (what a joke) I decided to get all my custom robots models into the game , with one esp for each robot which for the time being places them in the same cell. I did this for Vincent and K9, I can have both of them active and they load up just fine in the game. I then decided to put R2D2 in a new esp, and well it all seems okay in the GECK but get into the game and bang it's all over. So what am I doing wrong? Am I being too greedy with what I'm attempting?

Hopefully someone might be able to point out something that's too much of an ask for the game to handle.

Here's the 3DS Max pic showing the bone link ups, it's a bit tricky to see but some of those bones go back down towards the fade node.

http://i1369.photobucket.com/albums/ag209/Mindboggles/R2Trouble3_zpsyuajtue8.jpg

I know there's a lot of vertices but at 8400 odd it's actually hitting 400 less than my daleks and they even work with a standard game exe.

This is it in Nifscope ( I didn't bother with collision at the moment but previous attempts did have it)

http://i1369.photobucket.com/albums/ag209/Mindboggles/R2Trouble2_zpsxvoil0ty.jpg

The skin mesh, maybe I've got too many meshes?

http://i1369.photobucket.com/albums/ag209/Mindboggles/R2Trouble4_zpsuc1745kh.jpg

Here it is in the Geck with no problems, it will even show up in the animation tab (even though there's no files yet)

http://i1369.photobucket.com/albums/ag209/Mindboggles/R2Trouble1_zps8zxo18cp.jpg

I would have thought if there was an issue with the nifs that it should at the very least crash the geck in the animation tab?

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Janette Segura
 
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