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sepharis

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  1. Thanks for the resources, they're very helpful. I did some more research and discovered the blender-outfit studio workflow hidden in a reddit thread as well. The reason why the initial workflow was so complex was because I was following a guide that was adapted from skyrim perhaps? It was early days so no-one was really sure on best practice. I will do 3ds max for the next one if it doesn't require nifskope. Is that the case? Cause that Maya one still requires nifskope
  2. I have created a mod before, modeled and textured from scratch but it was an extremely long and painful process. Because there was no resources on how to do it, I came up with something crazy that looked something like: extracted fallout 4 nif body -> 3dsmax -> blender 2.49 -> blender 2.7 (most modelling and texturing done here) -> blender 2.49 -> 3dsmax -> outfit studio (applying weights) -> nifskope And even then then, I couldn't find a way to rig/skin the first person model properly. Now that we're in 2018, what's the better workflow for creating custom armor? I strongly prefer blender, but if it works easily in 3ds max, please let me know.
  3. Blender cannot handle FO4 nif imports and exports, just FO3 nifs, so you will need another problem to do that conversion. It doesn't matter which Blender you use, there aren't plugins for FO4 yet. The only working pipeline for me is Blender OBJ export -> Outfit Studio OBJ import -> Outfit Studio NIF export. This only works for clothing items unfortunately. The steps are here The other thing I tried was Blender Fallout 3 nif export -> 3DSMax Fallout 3 nif import -> 3DSMax Fallout 4 nif export described here but it doesn't work for me. I tried with both old (pre 2.5) and new versions of Blender and it didn't work. The problem with this was that the UV map was lost during the 3DSMax (2016) process. It might still be worth trying with different versions of 3DSMax to see if it works? The 3DSMax importer/exporter is strange because it preserves weights and UV map fine when I do the reverse (importing FO4 nif, then exporting as FO3). You will need to do that to start creating/modifying things in blender. In that case the pipeline will be 3DMax Fallout 4 nif import -> 3DSMax Fallout 3 nif export -> Blender Fallout 3 nif import. All of that is described in detail in the links I gave.
  4. Solution: I have no idea what changed, but textures show properly when I went from blender export OBJ -> outfit studio -> nifskope following the instructions here. So it works! http://i.imgur.com/sVoDGEI.png Also worth mentioning because I tried for hours getting the female version to work, if you are pasting BSSubIndexTriShape blocks into vanilla files and you get a error like http://i.imgur.com/08jQfy2.png In this case SPINE1 (can be some other thing) is missing, use another vanilla file. Also male and female versions of the same vanilla outfit may use different bones- so pasting might work in the male version and not the female. Just try another file that will allow pasting without errors
  5. I hope this is the right forum for asking advice, since I don't know which particular program is giving me problems to post in 3D modelling programs forums. So I am making a armor from scratch and I managed to get this far: http://i.imgur.com/ATaMn1z.jpg But I am having issues with textures. The problem starts in nifskope maybe? When I load in my textures, they seem to work because the colour changed, but it is just one solid colour. I tried with other DDS files but it just changes to another solid colour, as if the UV map was missing. http://i.imgur.com/IgFHbPJ.pnghttp://i.imgur.com/indzWC2.png My process is Blender -> 3DSMax 2016 -> nifskope I use FO4Edit instead of creation kit because I can't get that do download. As far as I know, there's nothing wrong with the plugin file. Things I have tried: - Using both blender 2.73 and blender 2.49 to export FO3 files to be transformed to FO4 files in 3DSMax but with the same issues - The UV map is fine is blender before export. But I am not sure how to check in 3DSMax - Using Material Editor to create new and change the paths in the BGSM file to my textures. I have tried both forward and backward slashes. - Changing the name of the BSLightingShaderProperty to the path of the relevant BGSM files e.g. "Materials\railroad_uniform\rr_jacket.bgsm" - Repeating the process described here exactly multiple times. Message me for a zip of nif file, textures and a blender 2.49 file if ypu want to help :smile:
  6. I'm in the process of making custom armour and have experience with Skyrim, and I noticed that dismemberment weights are different in fallout 4. If I am not mistaken, they are now called BSSITSSegment. The problem is that they seem to control what part of the armor is selected in VATS but none of that weight info is imported in 3DSMax as a fo4 nif file. I could try and reproduce those weights by hand, but they also have subsegments, which I'm not sure how to deal with. Should I disregard these dismemberment weights, even though the potential problem is that there is only one selectable part in VATS if I do nothing? Or am I wrong about the VATS thing? http://i.imgur.com/I8ImPCT.png
  7. new question :sad: I can't figure out why this is happening, large parts of the glove are missing. It looks fine in blender, nifskope and the creation kit. On one occasion most of it appeared but mesh was distorted. I thought it was a weighing issue, went to clean it up but nothing happened. I have the blend and nif files here. http://i.imgur.com/bkhYJkj.jpg edit: for some reason I can't understand I had SBP_FOREARMS then SBP_TORSO but switching the order it fixed the problem...why is that the case? Holes are still happening however though. It's not clipping because they still appear with no armor equipped. Similar problem with the boots. http://i.imgur.com/5WuY6bY.png I tried copying weights from a body again but that resulted in a worse problem. http://i.imgur.com/YdZmCY9.png edit 2: I managed to fix the gloves by setting the whole glove to SPB_HANDS in blender and selecting that in nifskope. I had the wrong skin partitions the whole time...
  8. question 3: I've managed to get the model in game but I can't get the _0 and _1 to work correctly. It shows correctly at maximum and minimum weight but not in between. When creating the _1 file, I made extra sure not to add/delete geometry and I only used edit mode to move vertices around. What went wrong here? http://i.imgur.com/UDpLz0k.gif I've attempted making the _1 armor many times, but the last two times it seems only the silver bits (which is one out of 3 objects) that is glitching up. The other two parts which form the cloth work fine. edit: I went backwards to make the _0 from the _1 version and it worked. A bit annoyed though...any tips to avoid this problem in the future instead of remaking everything? I know I imported bodies and deleted them sometime doing the process- does deleting objects in blender cause this error?
  9. So I just started texturing my armour and its going well but I came across a few things I was curious about. So here come the questions http://i.imgur.com/ccJ1hAz.png 1. In the other thread it was mentioned that typically, only the armour is exported. If I understood that right, how do I add armor to a prepared body in nifskope? Like making the _1 nif? How can I get my armour to work with custom bodies like CBBE? 2. When I import the head into blender, it's out of scale. Is it intentional? What do I do with it if I intend to make a helmet/circlet to fit right? http://i.imgur.com/znUbFSL.png
  10. ah that makes a lot of things clear, thanks again. I think that's all I needed to know :)
  11. I went carefully again through the tutorial and compared against your nif files and everything came out good! Thanks so much for your example files, they were a great help. I still have a problem with disconnected wrists, that I'm unsure of. Is it just a weighing issue? http://i.imgur.com/TUCsv7G.jpg Here are my files I also have a question about texture slots in nifskope. How do I manage them? Should each NiTriShape have one texture and normal map only? Thanks in advance!
  12. Thanks very much for the in depth explanation! I'll try all these things out right away. So excited to get this going :)
  13. I decided to learn how to make armor mods and have been following this tutorial as closely as I can. I was able to do everything except the "remove scene root node" step. I managed to reach the end and imported it into skyrim but it doesn't look right in game. It doesn't seem to be shaded properly. And the skin is blank. http://i.imgur.com/bftfHnV.jpg It's really ugly and simple because I just wanted to get acquainted with nifskope and the creation kit before I commit to something big. It's just the vanilla body+underwear with a lazy skirt. I don't know what the problem is, but I think it's because I didn't set something up correctly in nifskope. I do have decent modelling experience with blender however. I have also put the blend, nif and dds files into dropbox, if that helps. As for the software I'm using, I have: blender 2.49 (& 2.73 but I didn't use it for this) nifskope 1.1.3 creation kit 1.9.36.0 In addition o this, if there is a easier way to prepare nif files, I'd like to hear about it! Also another minor thing, the wrists of the body don't seem to join to the hands. Is that just a weighing issue on the blender end or a nifskope problem? Because that body and its weights have not been altered at all in blender.
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