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How fallout 4 meshes work in game???


Issacreaper2

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Hi, I always wondered how Fallout 4 models work in the game and why some meshes are split apart into different parts. I mean the weapons do now that I've watched modding tutorials for it, but all the rest never really made sense to me. Kind of like the creatures, maybe it's because of V.A.T.S but other than that I don't know the reason for it. and power armor I noticed when I put power armor in Blender that not all the vertices are connected to each other. I ask this question because I want to start modding and I'm getting a little confused about putting models into Fallout 4 and Outfit Studio. in one tutorial I was told you have to put the model into Outfit Studio with the vertices togetherhttps://www.bing.com/ck/a?!&&p=92ab08133acd96f8JmltdHM9MTcwMzQ2MjQwMCZpZ3VpZD0wZjBmYzA2NC01MDM1LTY5MjEtMTJmNy1kM2RiNTE1NzY4YmQmaW5zaWQ9NTU0Mg&ptn=3&ver=2&hsh=3&fclid=0f0fc064-5035-6921-12f7-d3db515768bd&u=a1L3ZpZGVvcy9yaXZlcnZpZXcvcmVsYXRlZHZpZGVvP3E9aG93K3RvK3B1dCttb2RlbHMraW1wb3J0K21vZGVscytmcm9tK2JsZW5kZXIraW50bytmYWxsb3V0KzQmbWlkPTQ4RDM3NzFBODlFRjQyM0I1MjYxNDhEMzc3MUE4OUVGNDIzQjUyNjEmRk9STT1WSVJF&ntb=1

 

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Split into parts = split by texture/material (each part can have only one texture/material)

Split/double vertices = split up by UV. / Different parts of a texture

 

Don't know about OS

I'm using Blender & the pynifly plugin for most of my work. 3DS 2013 + official plugin too, but mostly just for creating collisions.

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do

On 12/26/2023 at 5:34 AM, RoNin1971 said:

Split into parts = split by texture/material (each part can have only one texture/material)

Split/double vertices = split up by UV. / Different parts of a texture

 

Don't know about OS

I'm using Blender & the pynifly plugin for most of my work. 3DS 2013 + official plugin too, but mostly just for creating collisions.

So, two questions does that mean I could join two pieces of the mesh together with ctlr+j and get away with the vertices not connecting with a model get ready to do what I have to do to make the file into a nif then edit in fallout edit or creation kit ect? basically I'm asking if can I get away with creating custom power amor for Fallout 4 without connecting vertices or if would I have to export it all in parts I know about the weight painting and all that but that's it

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Not sure I quite understand what you are trying to do exactly. Don't know much about clothing either.

But, if you mean the vertices from different parts "not connecting", then it depends. It's not an absolute must, but the result is seldomly good. (gaps, glitches from overlap, edges etc.)

Within the same mesh, same story. Separate vertices should at least be in the same spot. If the mesh is to be transformed, like bending and such, it should all be 1 part, without separate faces/vertices, as that will likely result in gaps during the transform.

 

Bottom line, you can probably get away with it, 'technically' (the game won't crash etc.) but it will most likely look bad.

...but it all depends on what exactly you are trying to do.

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The best way to be sure everything is in the right place & properly connected, is to create a single object. (by joining everything). Merge all vertices, and make sure there are no doubles, gaps and/or overlapping parts. Then separate it by material. (& separate those into different parts if needed (like helmet, body, arms, legs) and export those to separate nif's. (look at the original for an example)

Selecting vertices (which should become just one) and then scaling to 0 helps, as does merge to center & merge by distance (if they are at the exact same spot).

You might need to adjust the separate object origin locations, to correctly use them with OS & bind them to a skeleton. (So, the helmet isn't floating 1.8m above ground and subsequently above your head 😛 ) But the average Outfit Studio & rigging tutorial out there will do a better job at telling you how to do all that, then I currently can.

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5 hours ago, RoNin1971 said:

The best way to be sure everything is in the right place & properly connected, is to create a single object. (by joining everything). Merge all vertices, and make sure there are no doubles, gaps and/or overlapping parts. Then separate it by material. (& separate those into different parts if needed (like helmet, body, arms, legs) and export those to separate nif's. (look at the original for an example)

Selecting vertices (which should become just one) and then scaling to 0 helps, as does merge to center & merge by distance (if they are at the exact same spot).

You might need to adjust the separate object origin locations, to correctly use them with OS & bind them to a skeleton. (So, the helmet isn't floating 1.8m above ground and subsequently above your head 😛 ) But the average Outfit Studio & rigging tutorial out there will do a better job at telling you how to do all that, then I currently can.

Oh ok about the merging vertices by distance if there in the same

Somthings Wrong here.JPG

Edited by Issacreaper2
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