[Solved] Models render in CK but not in-game.

Post » Fri Apr 10, 2015 7:18 am

http://i.imgbox.com/ZQbEd74B.png - In Creation Kit

http://i.imgbox.com/CwImRnbx.png - During Gameplay

Why aren't the ebony mail's rendering?

The models on the right have enable-parents, I thought I might have messed up some of the parenting so I placed the models on the left without parents. The Savior's Hide renders in-game perfectly despite all "display-models" using the same "Biped Model" that their ArmorAddon uses (basically the model that is rendered when the player equips the respective armor).

EDIT: I've been testing on an unmodded-installation. BRB whilst I check on my normal modded-install (with ebony replacers). No luck :(

Solution: Manually setting the multibound on these models fixed the issue.
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JaNnatul Naimah
 
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Post » Fri Apr 10, 2015 7:29 am

Are you sure you didn't overlook something when you created the model?

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Syaza Ramali
 
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Post » Fri Apr 10, 2015 6:23 am

I didn't create these models, they are the vanilla models and model paths.

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..xX Vin Xx..
 
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Post » Fri Apr 10, 2015 12:31 am

Yes, but they show like this in game only if someone wears them. You did something so that they show like that.

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m Gardner
 
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Post » Fri Apr 10, 2015 1:59 am

Yes, I copied the paths and made new STATIC forms. You can see a list of these forms and their paths in the first picture.

Incidentally I did Savior's Hide first, and it works without flaw. I followed the same procedure for the Ebony Mail but they aren't rendering for some reason :sad:

EDIT: I've been testing on an unmodded-installation. BRB whilst I check on my normal modded-install (with ebony replacers). No luck :(

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x a million...
 
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Post » Fri Apr 10, 2015 7:50 am

You're not using an old save, are you?

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Soraya Davy
 
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Post » Thu Apr 09, 2015 10:15 pm

Nope :tongue: ..... well, yes. I assume you mean a dirty save??

I've been using two saves for testing. The first is on an unmodded install, the second is on my current play-through. Both pre-date the creation of my mod and have not been overwritten

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TIhIsmc L Griot
 
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Post » Thu Apr 09, 2015 10:54 pm

Don"t use saves to test your mods. On the menu page, open the console and use

coc nameofthecellyouwanttogoto

The game will create a dummy player and teleport you out there.

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Anna S
 
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Post » Thu Apr 09, 2015 8:45 pm

I'll try this, but using saves is fine. We aren't forced to start new games every time Bethesda patch(ed) the game, released DLC, or we install a new mod :wink: (it's important to test mods in the circumstances they will likely be installed into)

BRB with results.

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OJY
 
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Post » Thu Apr 09, 2015 11:09 pm

coc from the console on the menu page will not make you start a new game. And it's a lot safer than using saves (no history involved).

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Darren
 
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Post » Fri Apr 10, 2015 12:46 am

A lot of important things get initialized when you begin a new game, so serious playtesting and debugging of mods should always be conducted using saves. Anyway, my saves are 100000% clean of my mod :D

Unfortunately still no luck w.r.t my Ebony Mail when I coc from the main menu :(

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Solina971
 
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Post » Fri Apr 10, 2015 8:27 am

Does the female version render properly?

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Eric Hayes
 
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Post » Fri Apr 10, 2015 9:00 am

Both male and female Savior's Hides render as expected. None of the Ebony Mails render in-game.

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Kelly Upshall
 
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Post » Fri Apr 10, 2015 3:27 am

One possibility might be the ebony mail meshes have an extra BSInvMarker branch in them for no reason. Try making a copy and removing that branch.

(Just guessing, but worth a try. I have no idea what you're doing here or what those display models are doing)

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Katie Pollard
 
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Post » Fri Apr 10, 2015 3:38 am

Keep looking, you definitely have overlooked something.

And testing mods using coc is the best way to know if your mod is correctly made; it's exactly like testing it using a new save, except that you don't have to play all the tutorial and the character creation.

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Jodie Bardgett
 
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Post » Fri Apr 10, 2015 6:27 am

Did you check that your root is a BSFadeNode, your BSX flag is set for a static, and you've unchecked Skinned from the shader flags?

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Jason Wolf
 
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Post » Fri Apr 10, 2015 2:44 am

Thanks, I'll look into this to satisfy my curiosity. Unfortunately I kinda need to preserve vanilla paths so that anyone who has modded their ebony armors/ebony mail will see their own sixy models automatically.

If worst comes to worst I can always resort to using the genderless (male) default world model :(

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Sxc-Mary
 
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Post » Thu Apr 09, 2015 8:03 pm

Figured it out. Naturally with a stroke of blind luck :tongue:

I wasn't quite ready to delete the models entirely so I decided I'd relocate them out of the way and continue working on the rest of my display room just in case someone had any brilliant insights. In their new locations they http://i.imgbox.com/OCXXUZVm.png. Since these nif's don't actually have any clickable collision I've had to edit their position via the Cell View window, sometimes I would accidentally double-click out of habit (instead of right-click > edit) and then the camera would center on some random place in the cell. This led me to believe their "mesh" was actually deceptively large and some portion of it might have been outside of the roombound.

Specifically setting their multibound to the local roombound fixed the rendering issues :D

http://i.imgbox.com/nuUVKlJW.png :banana:

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Del Arte
 
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