Custom mesh wont load in the GECK?

Post » Wed Feb 24, 2010 1:13 pm

Howdy folks, so I'm startin to get on the modding scene again but I'm starting rather slow. Just want custom static meshes for now. :P

I seem to be having issues though, alas nifskope has changed since Oblivion. Anyway, I have my model done in max and exported correctly according to some tut's I've seen for Fallout 3, I've then modified it in nifskope based on the same tutorial's I've found, all good so far. Problem is it won't load in the GECK, I'm getting the error marker regardless of where I place the mesh, regardless of the directory I place the mesh in, the GECK just doesn't register it. Is there an extra step I need to do to get the GECK to recognize it? Or is there just something else I'm missing?
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Lilit Ager
 
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Joined: Thu Nov 23, 2006 9:06 pm

Post » Wed Feb 24, 2010 12:00 pm

Howdy folks, so I'm startin to get on the modding scene again but I'm starting rather slow. Just want custom static meshes for now. :P

I seem to be having issues though, alas nifskope has changed since Oblivion. Anyway, I have my model done in max and exported correctly according to some tut's I've seen for Fallout 3, I've then modified it in nifskope based on the same tutorial's I've found, all good so far. Problem is it won't load in the GECK, I'm getting the error marker regardless of where I place the mesh, regardless of the directory I place the mesh in, the GECK just doesn't register it. Is there an extra step I need to do to get the GECK to recognize it? Or is there just something else I'm missing?


The file in question would help.

also post export NifSkope clean up procedures are fairly localized to the 3D App your using as well.
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Rachell Katherine
 
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Post » Wed Feb 24, 2010 12:04 pm

Guess the file would be good. Can pick it up http://rapidshare.com/files/431044531/MSWall01.nif. I set up my nif based off of how the fnv nif's are setup. BSFadeNode on top, with the bhkCollisionObject and the NiTriShape (yeah yeah, I know, stripify, only thing I've not done to it yet) both children of the top node. But leaving it like that or leaving it as the default set up when exported from max didn't make any difference. Also, the reason I haven't set up NiTriStrips yet is it's removing some faces from my model, not positive why. Possibly has to do with my setup in max, dunno I wanted to figure out what I was missing to get it working in FNV first then I'd figure out what I was doing wrong on that front.

I also based my 3ds max export settings off of a tutorial you wrote Saiden, http://sites.google.com/site/saidenstorm/oblivionandfallout33dsmaxcollisiontutori2

Thanks for the help.
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Sebrina Johnstone
 
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