It's a shame how dead this forum is, you might have better success asking these things in the creation kit section or find some active modders on some discord or something. Making your mods standalone involves Creation Kit (this is a good set of tutorials: https://www.youtube.com/playlist?list=PLdgnPRg9ELn32T2fZXP8iPyWCjUIN8jHa ) or if it's a really simple one, you can just use FO4edit. I do recommend learning the Creation Kit though as it opens the doors to much more things you can do there. This is a decent guide for armor/clothing: https://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_1 A bit old but that stuff has not changed much. I would not however recommend using the blender 2.49b and the ancient nif plugin. It's a huge hassle to get working if it even does and I think you still need 3dmax to convert them to fallout 4 format. Problem with the Blender workflow I found is that the fbx import export plugin seems to be missing some data on the bone orientations and the skeletons end up broken, so I prefer doing the weight painting in Outfit Studio. Maya has the bonefix script, but I couldn't find anything like that for blender.. So the easiest solution I found is to use Outfit Studio as a work around. Export your mesh as OBJ, import into Outfit Studio. You can assign a material and some shader settings for it in properties. If it's clothing or a body, just import some other similar mesh as a reference and copy the bone weights. Right click and select mask weighted verticles and if there are any unmasked verticles, do the copy again with a larger radius or adjust the missing weights manually. I recommend pressing T to disable textures to see the masks and colored weights better. You can even rig entire body meshes with this method. When finished, export the mesh as a .nif and you are done. Weapons and other non-skinned items need a few extra steps. They usually import into the outfit studio just fine but since the program is for clothing, the nif's are missing some data, mainly collisions. First of all go to the shape's properties tab in Outfit Studio and untick the skinned and sub-index boxes in the geometry tab. Also untick smooth seam normals if you want your mesh to have sharp edges. Next export as nif and open the nif with nifskope, you should see a NiNode branch with your mesh, if your mesh is marked as a BSsubIndexTriShape you didnt untick the box in the previous step ;). You can just right click the mesh and convert it to BSTriShape here. Then copy the collisions and possibly other stuff you miss from another mesh. You can also adjust and set the material paths here. There are detailed tutorials for NifSkope out there, I don't want to get into details here, just go to youtube or google :). Anyways that's how I've been able to get working custom assets from Blender into the game without much trouble. Another thing I recommend is to get Mod Organizer 2 if you're not using it already as it helps to keep the game install folder clean and switching between profiles to test mods becomes a breeze.