BadDogSkyrim / PyNifly

Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
GNU General Public License v3.0
167 stars 15 forks source link

Exported NIF is invalid, causes CK to crash #196

Closed praecipitator closed 2 weeks ago

praecipitator commented 7 months ago

I tried editing a nif in Blender, but the result turned out to be invalid: the Fallout 4 CreationKit crashes when I try to load the resulting nif in it. What I did to it was adding some more faces and editing UVs.

Blender Version: 4.0.2 V13.6

I uploaded both the .nif and the .blend here.

WheelsTest.zip

BadDogSkyrim commented 7 months ago

FO4 tends to be very whiney if you don't follow all its rules and I think that's what happened here.

First thing I did was paste a collision from another mesh (which had nothing to do with yours) and that loaded properly.

Then I took the collision back out and cleared the havoc flag from the BSX Flags node. That didn't work. But then I changed the flags on the root node to 14 and that did work.

So the game's expecting your mesh to have a collision. You can fiddle with the flags to convince it that it doesn't need a collision. Can't tell you more than that.

praecipitator commented 7 months ago

Interesting, I came to a different workaround yesterday: I erased the shader property of the post-blender nif, and replaced it with the one from the pre-shader nif.

BadDogSkyrim commented 7 months ago

Kinda sorta not surprising... some flags in the shader do have to be coordinated with other aspects of the nif. But I thought FO4 ignored the shader in the nif entirely, in favor of the materials file. (On the other hand, I have found FO4 nifs without materials files, and they seem to work.)

Aflaungos commented 2 months ago

Try running the mesh in Elric