THE BASIC IDEA I've been trying to find my way around creating some new furniture for Fallout 4's settlement workshop. In order to learn how to do this I'll be trying something that should be (relatively) simple but makes sure I go through all the important parts of the process. I am going to get the large toolbox model (\SetDressing\Toolbox\Toolbox_Large.nif) into Blender, add some new geometry to it, add connection points (for workshop snapping), and export it as a new model and get it back into the game. For the record, wihlst I do have some basic usage understanding of Blender, I have never really done anything advanced in it so may occasionally need pointers there too. I've managed to figure out how to do some things, while others still elude me. Have searched for answers on various forums but I'm either using the wrong search terms or I'm just not understanding other guides correctly. Instead of creating a giant post with thousand of questions I'll start with just asking for help with step 1 today. STEP 1: Getting it into Blender I need to get the model into Blender correctly. A lot of guides use 3DSMax as a "middle-man", but that is not an option for me. Correct me if I am wrong here, but as far as I can see there are no NIF importers for Blender that work with Fallout 4 models, which leaves three options for importing into Blender; Use F2 to export to FBX from Creation Kit, use NifSkope to do an OBJ export, or use Outfit Studio to export to FBX. The first two does not support animation, and as such using Outfit Studio is the only option. I understand that it is meant primarily to work with outfits (and by extension, creature/human skeletons) and this may impact how things work. Quick question before going on, should I use any particular options in the Blender FBX importer? Should the Blender scene be set up in a specific way before import (i.e. should units be set to centimeter)? I tried a straight export from Outfit Studio and import into Blender. This is the result: http://i.imgur.com/bzuL1Sz.png The model is there, but I end up with it being attached to a complete humanoid skeleton plus bones named "Tracker_001" and "Tracker_002". These last two names are also seen when using NifSkope on the original toolchest NIF, so I assume these are the only relevant bones which control the drawer opening? The toolchest model itself is rotated and offset on several axes. What would be the correct way of fixing this? I tried just deleting the bones that Outfit Studio seemed to have added, but this still leaves the model at a strange angle.