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Attempting to make custom models but having difficulties making them into .NIF files.


hoppper

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So... I wanted to make my own revolver and add it to the game, so, before anything else, I loaded up Blender and made it, I like to think I did a good job with both the model and textures, but that isn't the problem... First of off, I was using the Steam version of Blender, which apparently can't export .NIF files, so I exported my model as a .OBJ and decided to use NifSkope to attempt and convert it into a .NIF file, but upon saving my .OBJ as a .NIF, I was greeted with the error message:
"Warnings were generated while reading the blocks.

block 6 Tangents array size mismatch

block 6 Bitangents array size mismatch"
And, at first, I ignored them, because I didn't understand what the error was, so I chose to continue anyway, but when I tried to load my .NIF file into GECK, I was simply greeted with a red error marker... So, going back to NifSkope, I tried to load my model to see what could be done about the errors, only to receive another error upon attempting to load it:
"The NIF file could not be read. See Details for more information.

failed to load block number 6 (NiTriShapeData) previous block was NiSourceTexture"
So... Figuring something had gone wrong originally, when I was exporting my model from Blender, I downloaded the Python version of Blender and tried to load my model into that, but it didn't load at all, just left my screen blank... Trying to figure out what had originally gone wrong, I, in the Python version of Blender, created a simple cube-shape, and exported that, hoping to see what could be done to get this "Testing Cube" into Fallout New Vegas... But, I received the same problems in NifSkope when trying to load something as simple as a single cube that I wanted to test... And still, in GECK, I just got a red error sign when I tried to load something as basic as a cube, something that shouldn't have gotten corrupted... For some reason the version of the Python Blender that I downloaded still doesn't allow you to export as .NIF itself, so I'm stuck trying to convert it from a .OBJ file, perhaps the .OBJ file is where I went wrong and I should have saved it as a .3ds or .x, but even then, after experimenting with those, I cannot get it to work... Perhaps I installed NifSkope improperly, but after reinstalling NifSkope I am still left with errors showing up regardless of what models I'm trying to load.
I really don't want to give up but everything seems so intent on me not making the mod I want to make, and I've bloated my computer files by downloading program upon program in the hopes of getting the model to load properly but regardless of what I do nothing is working... How do you people do it! Help me!

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Seriously! I need help here... I've even extracted in-game models like the .357 Revolver to see what I had done differently, but even those models wouldn't work when I repeated my steps on them, so it clearly isn't a problem with the models themselves... I don't know what's wrong!
wwy2i6347s651.jpg?width=960&crop=smart&a

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There are 4 programs, other than Blender, that you need to download and install in order to use Blender to mod Bethesda Softworks games.

 

They are, in install order, yes, install order is important, as follows:

Python

PyFFI

NifScripts

NifSkope

 

Blender 2,49 should be installed after Python and before PyFFI. From what you are describing, you do not have all of the files necessary.

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Seriously! I need help here... I've even extracted in-game models like the .357 Revolver to see what I had done differently, but even those models wouldn't work when I repeated my steps on them, so it clearly isn't a problem with the models themselves... I don't know what's wrong!

wwy2i6347s651.jpg?width=960&crop=smart&a

When installing PyFFI, I get this error:

fd5lait01x651.jpg

I've reinstalled Blender multiple times, but I've been unable to figure out how to do as it says... I don't see anything called "User Data Files" in here:

se7a885b1x651.jpg

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STOP! Go back and read what we have been telling you. Your error is from PyFFi 2.1.11 and the version already included in the Blender bundle linked above (which WORKS with FNV) is version 1.1.5. Everything you need, which has to all be compatible together, is in either of the linked packages in my previous post.

 

Your problems arise from trying to manually put together newer versions which WILL NOT WORK for this purpose without a lot of knowledge and hassle due to incompatibilities because the game is too old. You are not the first to beat your head against this particular wall, and we have little patience for those who insist on battering themselves against it when there is a known, simple solution.

 

-Dubious-

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Seriously! I need help here... I've even extracted in-game models like the .357 Revolver to see what I had done differently, but even those models wouldn't work when I repeated my steps on them, so it clearly isn't a problem with the models themselves... I don't know what's wrong!

wwy2i6347s651.jpg?width=960&crop=smart&a

When installing PyFFI, I get this error:

fd5lait01x651.jpg

I've reinstalled Blender multiple times, but I've been unable to figure out how to do as it says... I don't see anything called "User Data Files" in here:

se7a885b1x651.jpg

 

I know, it's just that the old versions are so difficult to use, not helped by the fact that I can't find too many tutorials for them... I've learned how to export mesh that I've made in the newer version to the older version, but I don't know how to keep my textures and normal maps when I do... So I now need to learn how to readd those in the older version, which I can barely navigate.

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I've managed to get the model into the game, and get it to accept my textures... But, now, when I fire it, even when using sounds and effects that already exist in the game, it won't make any sounds or make any muzzle flashes.

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I'm not a modeller, but I'm guessing that the problem is probably that you are using an "absolute" path to the files instead of a "relative" one in the NIF. It's the same issue as described with texture files in the wiki article "How to fix hard-coded texture paths in NIF files" for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found on various installation locations, which is what that article covers.) But in short form the procedure is (using "left-click" with your mouse):
* Open the NIF file in NifSkope.
* Click on the part you want the texture for; it will "highlight" it in the Block list.
* Expand it (click the triangle) and highlight BSShaderPPLightingProperty. Expand that.
* Highlight BSShaderTextureSet.
* In "Block Details" section you will see textures (DDS files). Expand it.
* There you will see the paths to the textures used by that mesh. They should start "\textures" with nothing else before that.
Obviously you will have to adjust those instructions to where your sounds are liked in the NIF.

 

See also "TIP Weapon firing sounds" in the "Music and Sounds" section of the wiki "Getting started creating mods using GECK" article.

 

-Dubious-

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I'm not a modeller, but I'm guessing that the problem is probably that you are using an "absolute" path to the files instead of a "relative" one in the NIF. It's the same issue as described with texture files in the wiki article "How to fix hard-coded texture paths in NIF files" for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found on various installation locations, which is what that article covers.) But in short form the procedure is (using "left-click" with your mouse):

* Open the NIF file in NifSkope.

* Click on the part you want the texture for; it will "highlight" it in the Block list.

* Expand it (click the triangle) and highlight BSShaderPPLightingProperty. Expand that.

* Highlight BSShaderTextureSet.

* In "Block Details" section you will see textures (DDS files). Expand it.

* There you will see the paths to the textures used by that mesh. They should start "\textures" with nothing else before that.

Obviously you will have to adjust those instructions to where your sounds are liked in the NIF.

 

See also "TIP Weapon firing sounds" in the "Music and Sounds" section of the wiki "Getting started creating mods using GECK" article.

 

-Dubious-

 

Here's a video of what I'm experiencing, I've figured out it must be related to me not figuring out how to tell the gun which part is the barrel: https://www.reddit.com/r/fnv/comments/hfw8ui/well_i_know_how_to_model_and_texture_a_new_weapon/

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