Another import with unknown bone mapping issues, this time a centaur. What I have done thus far:
1. Prepped the .nif in Nifskope (Spells | Batch | Update All Tangent Spaces + Spells | Optimize | Remove Bogus Nodes)
2. Imported into Blender and assigned all objects to a single mesh (shield and sword had no vertex groups and used the same .dds file so this was a simple Ctrl+J operation)
3. "Cleaned" the file and exported to .nif, .fbx, and .br2 with no errors (steps 3-6 of this tutorial)
4. Imported .kf animations and exported to .fbx for each
5. NexusBuddy .fbx conversion to .gr2 (overwrite mesh with .br2 and save animation for the animations)
6. Viewed mesh with animations in Granny - looked perfect!
7. Wrote .fxsxml file for the unit
8. Opened in Nexus and got this:
9. Created the mod with ModBuddy to test it in-game which, predictably, looked like this:
10. Cried
Awww, poor baby! What do we do when we fall off the horse?
a. Sorry Maury, I'm not a gymnast.
b. Beat it until it's dead. Stupid horse!

c. It's not a horse it's a centaur. Try again!
Not being too bright I chose answer c. (b. was the correct answer, as explained below...)
So, to troubleshoot the issue I decided to look at the "offending" parts of our object. I noticed that the right forearm and left hand & forearm were the parts of the object that skewed back to the scene root.
What to do? HAHA!!! Cut off his arms! Voila, no mesh problems!
Well that was fun, but it doesn't really help much, does it? Actually, it does help a bit. I didn't delete the skeleton, only the mesh - so the bones are still in the object (though they have no assigned vertices so obviously nothing shows up). That helps me to determine whether the problem is with the bones or the mesh.
To troubleshoot this, I decided to try the following:
1. Import new mesh with different vertex group assignments (I used the Spearman.blend from one of Deliverator's Civ V templates)
2. Paste the mesh into our centaur mesh and join (Ctrl+J) it to the existing mesh
3. Delete the old vertex groups where the mesh had been deleted (e.g., BIP L Forearm)
4. Rename the corresponding new mesh vertex groups (e.g., Base HumanLForearm) to the old vertex groups (e.g., BIP L Forearm). Effectively, we have imported new mesh with new vertex groups and renamed them to match the appropriate bones.
5. Delete the unused new mesh and vertex groups (I only need the arms from our imported mesh)
6. Move the new mesh into place over the bones (well, kinda - no need to be perfect).
7. Export and create the test.gr2 then view in Nexus
This was my result:
Obviously, the mesh or vertex grouping is not causing the problem since it is new. The problem must originate with the bone properties somehow. I don't know if that will help some of the expert modders out there to better isolate the problem with some of the issues we are encountering or not. I hope so.
So, what did we learn?
a. HAHA! No centaur for you!
b. You should have chosen answer b. the last time, because now you are really beating a dead horse!

c. Doggone it, Nomad! Quit wasting my time - I want my freakin' centaur NOW!!!
The answer is: d. Here are the attached files - YOU figure it out!
