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Can someone explain how to make weapons out of other meshes?


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Found out that most people use nifskope to make weapon mods which are merged objects and items that are ingame but having trouble understanding how to do it. I know some small basics in nifskope but can't find any real guides on how to make a model out of other meshes into a weapon in nifskope. I would use outfit studio but keeps making the blood edge show up on the weapon.

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  • 2 weeks later...

Here you go. I just posted this in response to another post :) The first time is the worst cause you have to set everything up - For the blood edge using the process below just import the obj to the existing blood edge so it uses the new weapon shape.

 

Good Luck!

 

dventurer1111/RPG Adventurer
WORKFLOW
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BAE
SSE Nif Optimizer
Blender or Outfit Studio to OBJ
NifSkope
SSE Nif Optimizer
Chunk Merge
Creation Kit
Tools: All tools listed below are free.
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BAE - Easily export and view DDS and NIF files
Gimp - Modify dds (texture) files
Blender 2.79/Outfit Studio* - 3D Modelling,Outfit Studio will export to .NIF format
Chunk Merge - Add custom collision to unique meshes
SSE Nif Optimizer - Optimize Nifs, Convert Nifs from LE to SSE and back again
NifSkope 2.0 Dev 7 or Nifskope Pre Alpha 6 - This process will work with both. Use these apps to add custom mesh, Re-Texture, Convert to file format needed by game. NifSkope is like a filing cabinet for your NIF mesh files with folders and sub-folders.
Creation Kit - Get your new NIF into creation kit for use in game. This program manages NIF and texture files for use in game.
Notes:
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New Model = Your new model that you just created. Yay You!
Reference = Existing model from the game that is similar to what you created. (ie. My Kewl New Sword (new model) and IronSword (reference model))
Try and hit save often and save mutiple versions as you trying things out to save yourself from extra work later if something goes horribly wrong. Not that it would...
0. BAE
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Extract Reference NIF
Use the BAE extractor tool to get your files ready. You will need a refernce file for inputting into Skyrim SE later. In order for meshes to be extracted as Nif for reference you'll need Bethesda archive extractor. This is super easy to use because all you have to do is drag the texture.bsa or mesh.bsa file over and tell it where to extract your copy to.
1. Blender 2.79
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Triangulate Faces
UV Unwrap
Export to OBJ
Note: You can also export to .OBJ from Outfit Studio
Your starting model should be saved as an obj and you have to triangulate it so it has only triangles its faces you can press ctrl T to do this or you can go into the export section in blender when you're exporting your mesh to an obj and you can hit this check box "Triangulate Faces" and that will also triangulate the mesh. Save as something like MeshNameTriangulated.obj so you don't get files confused.
Make sure you are OK with UV unwrap map because this will be used for texturing later. If you are saving a lower poly model steps are:
1. Decimate model
2. Export modified model with modifer, triangulate to OBJ
3. Import modified Low Poly model again into Blender and UV unwrap
2. SSE Nif Optimizer
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Convert Copy of Reference File to LE
This process will not work with Skyrim SSE (Special Edition) NIF files so you have to convert your reference NIF file to LE (Limited Edition). If you are using an LE file already you can skip this step. Tip: Save a COPY of your NIF reference file to a temporary folder so you can use your extracted files again. Open your SSE Nif Optimizer and browse to that folder and check the box to LE and Optimize. You can check the time-stamp on the Nif file to make sure it was converted.
3. NifSkope 2.0 Dev 7
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Import New Model Triangulated .OBJ TO > Reference NIF
Resize, Reposition and Bounding Sphere
Add and Adjust Texture to New Model
Delete Reference Model
Add Collision to New Model Mesh
Import New Model Triangulated .OBJ TO > Reference NIF
Next we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since my new item is a custom new model sword I would want to find another sword to put into and use as a reference.
Open NifSkope:
File Open - your LE NIF Reference File
Note: BSTriShape in SSE is the same as NiTriShape. If you are seeing BSTriShape check that you converted the NIF to LE version.
First we need to find the mesh that matches your new model. Look at the shape of NiTriShape for import (ie. to match my new model sword I am looking for the NiTriShape that is also a sword). If your file has mutiple shapes you want to make sure you pick the correct one. You can click on the NiTriShape to see where it belongs because the shape will then show up with wiry and green.
Once you find the correct refernce mesh/shape highlight it and Block > Duplicate branch. A new NiTriShape will be created where you can import your .OBJ to. This duplicate NiTriShape will have the same name as your reference NiTriShape so to keep it all straight highlight the new duplicated NiTriShape scroll down to Block Details > Name > click on the little txt and type in the name of the new mesh model (no spaces) that you will be importing.
Now highlight your new model NiTriShape and then goto File > Import > .OBJ and browse to your OBJ file and Open.
If you are using a file that has edge blood (ie. weapons) you will need to import your .OBJ shape to these NiTriShapes also so that the blood has the same shape as your weapon. Otherwise you will have blood floating in space and that's just weird. Highlight each edge blood and import your .OBJ file. This will move some of the BSShaderProperty and BSShaderEffect files out from under the file but you can add them back in the final clean up.
Resize, Reposition and Bounding Sphere
You should now have both models in the same NifSkope. Your new model will need to be sized down so that it is in the same size and same position as your default/reference mesh. To change the shape and position of the new model mesh you have right click on the mesh image then goto Transform > Edit and you'll see this edit window pop up and you can adjust everything down to what you want it to be. Remember goal is roughly same size same position, handles especially should line up. Check to make sure you are line up by changing and looking at each view. Note: You can use this Transform > Scale function also after you put your model in game to adjust the size up or down as needed.
If you used Outfit Studio to export to .OBJ You MAY also need to go into BSDismemberSkinInstance -> NiSkinData (directly under the NiTriShape) , clicking on NiSkinData will show the information in the bottom window, click on the little arrow next to "Skin Transform" and there is another set of x,y,z coordinates that match the ones you entered.
We now need to customize the bounding sphere. Go to Block Details and expand out BoundingSpere > Radius double click in the box to increase or decrease the circle size and X: Y: Z: to move the position. Once you are done you can click on BoundingSphere again to see the sphere lines and confirm that you have completely covered your mesh.
Add and Adjust Texture to New Model
Goto your new model and under the NiTriShape should be a branch called BSLightingShadingProperty highlight this > Block Details to adjust some of the settings to your preference. You can play here with settings like Glossiness, Here is also where you can adjust your texture set under that BSShaderTexture.
Optional: If you don't like the texture set of your reference model you can goto your New Model NIF highlight BSShaderProperty > Remove Branch then open another NIF in a new instance of NifSkope goto the preferred texture and shaded NiTriShape then highlight BSLightingShadingProperty > Block > Copy Branch and go back to your new model and highlight the NiTriShape and Block > Paste Branch. Paste Branch will copy all of the lighting and shader properties along with the textures.
Note:
Block>Remove - Removes the selected object. Any attached objects are now floating free in the scene.
Block>Remove Branch - This will remove the selected block, and its sub-folders, any data, and properties.
Also Optional: You can also just copy the texture path from your reference and paste to your new model under BSShaderTextures > Block Details > click the flower and copy the path only. Once you are done with the texture you can Edit UV to make sure the texture is aligned the way you want.
Learn from My Mistake: My first model I was having a hard time because the texture would show up as a color only. I FINALLY figured out that I had way too many mesh triangles in my model and I had to get rid of the tiny tiny triangles by decimating in Blender to reduce. I also did not export with UV in Blender. Another thing to note is that Nifskope will not read textures that are not extracted so if you are not pointing to an extracted file that may be another reason for no texture.
Delete Reference Model
IMPORTANT: The next thing we want to do is delete the original or reference NiTriShape mesh because you don't want it showing up in your new mesh. Go to reference NiTriShape right-click on the reference mesh hit Block > Remove Branch. Delete any other NiTriShape that may have your reference model.
Be sure to delete and BSShaderProperty that might be floating loose (not under a NiTriShape). Tip: Keep the original reference file open next to your new model and make sure that you have all the needed files and no extra files. We will also use this for one final check.
Add Collision to New Model Mesh
If your new model is the same size and position as your reference model. You are in luck! You will not have to make any changes as the existing collision will cover your mesh. The only thing you need to do is make sure your model is added to the collision. To see your collision goto Block List > scroll to BHKCollisionObject to see the size of your collision. It will show up in a yellow wire.
Make sure your model is attached to the collision by going to bhkCollisionOject > scroll down to Block Details > Target > (make sure your model is listed under Target. If it is not you can add it.
To Resize Your Collision: If you choose not to use Chunk Merge for your custom collision you can go in and resize your collision by going to the collision shape; usually listed under bhkRigidBodyT > highlight bhkBoxShape (this was mine but yours may be a different shape) scroll down to Block Details > change Dimensions until the collision is large enough for your custom mesh. Go back to bhkRigidBodyT > scroll down to Block Details > Translation > Adjust your translation to move the collision so it is over your new model.
Another Way: ChunkMerge <path to Skyrim> <path to templates> <path to nif.xml>:
If you have a new custom mesh with a unique shape you will want to use ChunkMerge.
Important: NIF file needs to be in LE format. You can shift it to this format using SSE NIF Optimizer.
1. Copy original NIF file to ChunkMergeShell.NIF - It is the same exact NIF but a copy renamed version.
2. In the copy file:
a. Remove the BSX flags > Block > Remove Branch
b. BHKCollisionObject > Block > Remove Branch
C. BSValueNode > Block > Remove Branch
d. In each tri-shape remove the BSLightingShdaderProperty > Block > Remove Branch
e. Remove NiAlphaProperty also
Goal is to clean up the file only leaving NiTriShape and NiTriShapeData
3. Change the name of each NiTriShape to: SKY_HAV_MAT_SOLID_METAL you can change this by highlighting the shape > Block Details > Name > click on small txt. All shapes should have the same name.
4. Save the file so that you have both your original file and the ChunkMerge file in the same directory.
5. Open ChunkMerge Nif File (Skyrim): Your original unaltered file, Collision: The ChunkMerge file that you just worked on with just the NiTriShape Data and the SKY_HAV_MAT_SOLID_METAL names
6. Template (Skyrim):
7. Collision Material: [Click] Name of TriShape
8. Collison Source: Collision Fallback Mesh (Note: You may have to click this back afer clicking on Name of TriShape)
1. Choose NIF-File (Skyrim version) collision data should be injected reference file
2. Choose NIF-file for collision source
3. Select template from ComboBox
4. Select handling of collission source (collision data or shape meshes)
6. Press Convert-button
If you still need to use Chunk Merge, here is a great tutorial on that: See the full tutorial at http://xoleras.com/node/84
IMPORTANT FINAL Step: Open your original LE reference file alongside your new model NIF and make sure that you have the same files in both numbering may be different but it should be the same types of files. You can add any Textures or Shader effects that might still be needed and REMEMBER to delete any free floating files.
Save your NIF over to the Skyrim directory path that corresponds with your new model.
3. NifSkope 2.0 Dev 7
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******Another Option to use if you are able to export to NIF*****
Copy New Model Mesh NIF > TO > Reference NIF
Add Texture to New Model
Open NifSkope:
File Open - your NIF file just exported from Outfit Studio
Open antoher instance of NifSkope:
File Open - your reference NIF file extracted with BAE
Next we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since I have an item (ie.custom model sword) I would want to find another sword to put into and use as a template.
You will notice that the game reference NIF block list is significantly more organized than the one we just converted what you're going to want to do is have both NifSkope windows open on the screen at the same time.
- Click the new model one you've just converted and the reference NIF and put them both on your screen at the same time click the new model shape that you want to use so it's all green wiry then right click on it click Block > Copy go over to your reference NIF right-click on "O NiNode" at the top here and highlight block then click paste.
Note: If 0 NiNode is not visible you you can go to the first parent node you see in the file (ie. 0 BSFadeNode).
The new model NifSkope instance can be closed now since you do not need it anymore.
You now have both models in the same NifSkope. Your new model will need to be sized down so that it is in the same size and same position as your default/reference mesh. If you want to change the shape and position of the mesh you have click on the mesh hit Transform > Edit and you'll see this edit window pop up and you can adjust everything down to what you want it to be. Remember goal is same size same position.
Change the name of the new model mesh from whatever it is now to something that makes sense so you can keep your shape organized. Go to your new model BSTriShape in the Block List and highlight then go to Block Details window > Name >click the little txt icon and a window will come up. Type in the name (no spaces in the name) you want and hit enter.
Go to the reference shape BSTriShpae > BSlightingShaderProperty and right click hit Block > Copy Branch this time (not just copy) because we want to take the whole thing. Go back to your blocks and locate BSTriShape (highlight this block) Block > Paste Branch.
We now need to customize the bounding sphere. Go to Block Details and expand out BoundingSpere > Radius double click in the box to increase or decrease the circle size and X: Y: Z: to move the position. Once you are done you can click on BoundingSphere again to see the sphere lines and confirm that you have completely covered your mesh.
IMPORTANT: The next thing we want to do is delete the old NiTriShape and BSTriShape reference mesh because you don't want it showing up in your new mesh right-click on the reference mesh hit Block > Remove Branch.
Keep in mind that even though you copied your BS lighting shader property from earlier into your new mesh it's not the same one so deleting the old one will keep the new one and it just deletes the leftover one to expand on that if you for some reason change the
paths in your BS properties to be the exact same number as the old one it will crash your game.
Because you have a duplicate BS properties path you don't want to reuse BS lighting shader properties or anything else actually any kind of duplicate causes the game to crash make sure to make a new copy instead of using the same one twice.
IMPORTANT FINAL Step: Open your original LE reference file alongside your new model NIF and make sure that you have the same files in both numbering may be different but it should be the same types of files. You can add any Textures or Shader effects that might still be needed and REMEMBER to delete any free floating files.
Save your NIF over to the Skyrim directory path that corresponds with your new model.
4. SSE Nif Optimizer
--------------------
Convert Copy of Reference File back to SSE
Your file will not work with Skyrim SSE (Special Edition) so you have to convert your reference NIF file back from LE (Limited Edition) to SSE. If you are modding for LE file you can skip this step.
5. Creation Kit
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Goto Creation Kit (assuming you have a working knowledge of Creation Kit) and go to the weapon/item original reference that you created a new model for. You can search for this object in the Object View > Filter. Once you find the reference object that you created highlight > Right Click > Duplicate. IMPORTANT: Open the duplicated copy and rename the object to a new ID and a new name.
Goto the "Art and Sound" and Model > EDIT browse to to your new Model and update to your new model. Always use copies and save to mod files so you don't crash your game.
Remember if you are making a weapon you need a 1st Person version of the NIF also.
Tip: You can do this first by creating a Mod shell and pointing your mod to the new model NIF and then just keep copying over as you are working on the file to test in game.
Check out your new model in game...
Enjoy
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If everything is working correctly, thank the Skyrim Gods for this miracle!
Enjoy your new creation in game. Share with the World! Be Kind! Be Happy! Make more mods!
Thanks to Sources:
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- Squash:
- Gambsmoore/MikeMoore:
- EnzedDev:
Winsmoke:
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