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 Need help with a blender/fallout problem

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Torki

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PostSubject: Need help with a blender/fallout problem   Sat Jul 12, 2014 6:18 pm

I have put two armors together, nothing hard just fix a bit of clipping and some how did it right, it exported fine, but once in the geck it´s like this

GECK:
 

And in game like this
Ingame:
 

In NifSkope and blender it´s fine, i think

NifSkope and Blender:
 

These were the settings for importing the armors to blender

Import:
 

And these for exporting after i finished

Export:
 


Can any one help me?

If you were wondering these are the 2 armors


Spoiler:
 

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Last edited by Torki on Sat Jul 12, 2014 7:41 pm; edited 1 time in total
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A.J.

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PostSubject: Re: Need help with a blender/fallout problem   Sat Jul 12, 2014 6:32 pm

Can you try exporting with Shadow Map as setting?
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Torki

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PostSubject: Re: Need help with a blender/fallout problem   Sat Jul 12, 2014 6:52 pm

I could but notice the legs in the geck are huge, i think that can be part of the problem too, thanks i´ll try with the Shadow Map


Edit: for now in the geck works fine, i´ll try ingame

edit2: It works! Thank you A.J. +1, if i could i would give you more

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A.J.

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PostSubject: Re: Need help with a blender/fallout problem   Sun Jul 13, 2014 4:45 pm

You're welcome. It's a common flag I often forget about... TongueTril

By the way, as rule, if something works in nifskope, it absolutely doesn't mean it works in game. If it doesn't work in GECK, 99% it won't work in game unless it's just a problem with mipmaps. If it works in GECK, 99% will work in game, unless there are problems with NiNode name that should be changed, but usually for Statics. That's what I learnt these past months.

You could have different skin and face. It wouldn't be bad if you change the shaders by nifskope, the ones relative to the body, to Skin Shader and adding the FaceGen flag
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Tesvixen

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PostSubject: Re: Need help with a blender/fallout problem   Sun Jul 13, 2014 4:49 pm

As a small followup, Torki... make sure you always select all parts and Control + A before exporting.

There are a lot of things that can go wrong if you forget that step. Scaling chief among them... might be the reason that torso is so tiny in one of those screens.
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A.J.

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PostSubject: Re: Need help with a blender/fallout problem   Sun Jul 13, 2014 4:53 pm

Torki wrote:
I could but notice the legs in the geck are huge

About this, you mixed two armors so it wouldn't make sense for GECK to make them huge. Generally there are random render problems in the GECK preview (and often invisible in game, or floating over the head) when export settings or weight are wrong
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