First of all, apologies if this has been asked before and I've missed it, though I have been looking around for a solution.
Warning: I am pretty much a Blender virgin. But I can find my way around it, mostly. Thus when I embarked on my silly quest of fixing up some meshes from an old, discontinued mod, I ran into some... expected problems. I figured out the first problem after lots of searching and experimenting. I'm quite proud of it! The issue was that the meshes appeared bright and unshaded ingame. I'm happy to say I've fixed that all up, so I've made some progress, at least.
However, one problem remains; when I export the edited Nif file, it seems to mess up the whole object... its orientation is wrong, and it appears the skeleton is also broken. I've not tested ingame yet, but that's how it appears in the CK. Instead of standing up, it is laying down and its limbs detatched/oddly positioned.
I am using the default MW export options, though I have tried toggling a few different buttons hoping to hit the jackpot. No luck so far.
Here's what I'm using. I got all the versions recommended by the installers, so I could be sure they were compatible:
-Blender 2.49b
-Python 2.6
-PyFFI 2.1.4
-Blender Nif Scripts 2.5.4
P.S. To clarify what I'm doing, I have some pre-made Nif files of creatures (bipedal) that already work in the game, their only problem being the ultra-bright unshadedness. So I import these into Blender using Default settings, but when I make my edits and re-export the Nif, that's when it messes up. I do not make any changes to the skeleton or mesh itself; the only thing I've touched are the UV and Material settings.
I'd really appreciate if someone could point me in the right direction, as I'm quite excited to be working on this and hope to see it all working ingame eventually.
thanks!