SkyrimCK crashes when loading this Nif file, what's wrong?

Post » Sun Jan 31, 2016 8:18 pm

Hi guys,



I exported this Nif from Blender and for some strange reason, Skyrim and the CK both crash instantly when loading it. NifSkope and Blender can open the file just fine. Any idea what might be causing this?



I've uploaded the problematic file https://www.dropbox.com/s/5q358htdsph2n3k/parth_selected.nif?dl=0 if anyone wants to take a look.



I suspect it has something to do with the dismember weights, since those often cause problems, but I've no idea what's wrong with them. Every vertex is attached to at least one dismember group with a weight of 1, and the Nif export script isn't complaining.

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Jodie Bardgett
 
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Post » Mon Feb 01, 2016 5:30 am

It might be better if this was moved to the Creation Kit forum so someone such as Hanaisse or Tamira will notice it

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krystal sowten
 
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Post » Sun Jan 31, 2016 7:37 pm

Besides the glaringly obvious missing animations, the only thing I find wrong with it is the BSLightingShaderProperty. Change the Shader Type to Environment Mapping to match the shader flags.



Also, the diffuse texture path is wrong, and it's missing the cube maps and environment map like the original Parthy has. You may also want to copy the NiAlphaProperty the original has too.



(Tip; whenever the CK hits an error, it'll spit it out into a text file - EditorWarning.txt, sitting in the Skyrim directory. Useful to see what it was complaining about before crashing. In this case, BSShader errors)

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Channing
 
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Post » Mon Feb 01, 2016 9:31 am

Thanks a bunch! The shader setting fixes it. I'll have to keep my eye on that text file in the future.



The missing Behavior and Controller data are also an issue, but I'm not sure how to fix that. You can't just Copy Block -> Paste Block like you can with the alpha property. Any advice?

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The Time Car
 
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Post » Mon Feb 01, 2016 9:35 am

Since you only made some minor changes to the mesh, this is what I would do..



Open 2 Nifskopes, the original parthurnax.nif in one, your new parth.nif in the other.


In your parth.nif, expand the NiTriShape block. Right click on the NiTriShapeData line, go to Block - Copy.


Switch to the parthurnax.nif, expand the NiTriShape block. Righ click on the NiTriShapeData line, go to Block - Paste Over (not just paste).



Your new mesh is now in the existing nif ready to use.

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Brιonα Renae
 
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Post » Mon Feb 01, 2016 8:04 am

Is there anything else I will need to do after Paste Over? I tried this and it looks fine in NifSkope but when you open the mesh in the CK, it complains: "Assert File: ../../Shaders/BSLightingShaderProperty.cpp Line: 806" and the mesh appears as a weird blob. https://www.dropbox.com/s/67fgu9pyyfo80wv/lightningdragon.nif?dl=0

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Phillip Brunyee
 
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