Pellape Posted June 23 Author Share Posted June 23 (edited) @worm82075By the way, I use Nifskope 2 dev 10, not 7. It only works with dev 10, nothing else. https://github.com/eckserah/nifskope_updated/releases plus the latest nif.xml https://github.com/jbostrus/YT_NifSkope_XML and also only with Blender 3.6.12 which also fails, well for me that is, not for Digital Drool I still await his replies to my latest fails and suggestions what to do about them. Edited June 23 by Pellape Link to comment Share on other sites More sharing options...
Pellape Posted June 24 Author Share Posted June 24 (edited) @worm82075I did as you suggested. I opened one of the roof pieces that came with homemaker, removed all visual BStrishapes branches, copy and pasted my branches, and that collision type, that uses BStrishape as collision was new to me, as I am used to Oblivion and Morrowind meshes since 20 years back. I even guess I am among the first ones that used the first Nifskope ever released as we used to use other software before that for exchanging textures, which was extremely simple tools back then, before info about NifSkope was published. I used to do like this until I solved how to make collisions for Oblivion 3 years ago with the new Blender 2.7+ as I did know how to it with the old less user friendly Blender. So I will release this tomorrow as I am not at home, just making tests remote right now. NifSkope is just amazing. Thanks for open my eyes, to do things in a different way than what was planned from the beginning. Never the less, we need to have an easier and faster way to make meshes as this is not fast and not easy, not for a new beginner as it is not user friendly at all, but I made these meshes fast, as I done it several countless times during the years with TES. I also wrote a tutorial for it in the Oblivion forum a couple of years ago, but I do guess no one ever tried it as I do guess it is not user friendly and I never saw any comments nor questions about it. Edited June 24 by Pellape Link to comment Share on other sites More sharing options...
worm82075 Posted June 24 Share Posted June 24 Absolutely. The described method sorely limits the complexity and uniqueness that can be achieved with new meshes. At least with Skyrim we had Chunk Merge and LE <-> SE Converter that allowed the creation of collision the old school way that you described. That unfortunately is a special case because the version changed within one game and for FO4 we would have to convert the file all the way back to Skyrim LE and converting between games in expressly forbidden. Link to comment Share on other sites More sharing options...
Pellape Posted June 24 Author Share Posted June 24 Todd Howrd did also mention that they now work on TES 6 and everything will be new again, most likely more complicated than before, so then we need to start all over again. I did test Starfield for 6 weeks but that game sucks. The stories was okay but every planet looks the same as all other 1000 do, same fauna and founa everywhere, with a few color changes. I do guess TES 6 will be related to Starfield but hopefully open world sandbox. Starfield have "unlimited", at least countless small cells on each planet. If Bethesda decide to make loads of small cells for TES 6, they will fail. he did say that he enjoy seeing it in action every day at the office but what else could he say? Link to comment Share on other sites More sharing options...
worm82075 Posted June 24 Share Posted June 24 You should check out Todd's interview on the Lex Fridman podcast about a year ago. The separated game world was a neccesity for making a space game that spanned many systems and planets and is not indicative of how they will make their games moving forward. Todd did say that he plans to use the ship mechanics from Starfield to include sailing in TES 6. We know the game is going to take place in Hammerfell and that means we will be sailing around Iiliac bay in real time. Link to comment Share on other sites More sharing options...
Pellape Posted June 24 Author Share Posted June 24 (edited) That will be so cool. It also means we will be passangers on the ships, like we are when we enter Far Harbour, or take the subway to Nuka world? We do have similar ability in Skyrim with the flying ships, made by modders. One is part of the Legacy of the Dragonborn, best mod beside SS2 I have ever seen. But you did say we could stear them in Real Time? There was a brilliant fishing mod for morrowind when I think about it, where we did travel around the Island with smaller boats in real time, fishing. I think it was called the Fishing Academy or similar and it was a brilliant mod. Our goal and quests where to build a museum, filled with Aquariums and pools and the interior of the big museum was tasteful made in a proper fishermans style. I should see if there is a video of it as i have not seen it in 18 years. I do guess we may see something similar in TES 6. Fishing is always popular in all MMORPG's as well. I am not sure this is the right one, but it does feel familiar. Yes, I know that making Starfield in the way they did, only makes sense really, still, I got bored very fast. I did play all other games for at least 2 years each from Daggerfall 1997 and forward. Starfield hold up my interest for 6 weeks, but I did have high expectations, no doubt. This Morrowind video maker, who made the video about fishing, never gives up Morrowind. He did include 2 of my mods in 2 of his videos, but I do think that I am most proud of this one, he included in the video below, even if he had a lot to complain about it. he did claim it is not safe to have installed, still i had it installed all the time without issues. My English was much more limited 20 years ago than it is now, so I did got a bit pissed over his complaining about my English as i am a Swede, but it is what it is. This is the 10 best Dungeons showcase 2017, same guy as in the fishing video. I will NEVER make another dungeon again as this took 2 years to make, back and forth. released first time 2006. I did correct some bugs he did mention and released a new version 2020 in case someone still play that game, and obviously, they still do. I look at it time to time, even if i was damn tired of making it, I still like to watch the final result as I do feel it was very unique. Edited June 24 by Pellape 1 Link to comment Share on other sites More sharing options...
worm82075 Posted June 27 Share Posted June 27 On 6/24/2024 at 2:44 PM, Pellape said: It also means we will be passangers on the ships, like we are when we enter Far Harbour, or take the subway to Nuka world? But you did say we could stear them in Real Time? At the very least it will be like Starfield and the ship will stop when you leave the helm. However it is my hope that since it will be a contained worldspace on a single plane that we will be able to move around on the in motion ship which will allow ship to ship combat with ranged attacks. TES 6: Black Flag Link to comment Share on other sites More sharing options...
DigitalDrool Posted June 28 Share Posted June 28 Hello, here are the first three videos on getting assets from Blender to Fallout 4 Creation Kit using very specific versions of the software; this is for compatibility reasons, mostly because Blender is developed at a breakneck speed while the tools and plugins linger back at the stable versions they were built for. I will also include links to all of the tools and versions below. I will be adding to this as I figure things out. Hopefully, you find this helpful, and if anything seems confusing, let me know. pyNifly - https://www.nexusmods.com/fallout4/mods/52319 NifScope 2.0 dev 10.01 - https://github.com/eckserah/nifskope_updated/releases Intel Texture Works - https://www.intel.com/content/www/us/en/developer/articles/tool/intel-texture-works-plugin.html Fallout 4 Updated XML - https://github.com/jbostrus/YT_NifSkope_XML Elric should be in the Fallout4\Tools folder. Fallout Creation Kit - Steam Fallout 4 Material Editor - https://www.nexusmods.com/fallout4/mods/3635/ Fallout 4 Bethesda Archive Manager - https://www.nexusmods.com/fallout4/mods/81640 PDF - A Survivors Workshop Issue 1 - Basic Collisions 1 Link to comment Share on other sites More sharing options...
DigitalDrool Posted July 2 Share Posted July 2 I am working on a proper document a video tutorial on the process and will post it when it's finished. In the meantime here is the diet version of how I got it working. Step-by-Step Guide: From Blender to Fallout 4 - Creating Snap Points Step 1: Create Object in Blender 1. Scale the object correctly: Ensure your object is scaled properly for Fallout 4. 2. Export using PyNifly NIF exporter: Export your object in NIF format using the PyNifly plugin. Step 2: Open in NifSkope 1. Add Textures and Materials: If your object needs textures and materials, add them in NifSkope. Step 3: Insert BSX_Flags 1. Select Scene Root: Right-click on the Scene Root. 2. Insert BSX_Flags: Navigate to Insert > Bethesda > BSX_Flags. 3. Set BSX_Flags: Select the BSX_Flags and in the Block Details, click the little flag icon. 4. Enable Flags: Set Havok, Editor Marker, and Articulated to True. Step 4: Set Extra Data List 1. Select Scene Root: Set the Extra Data List to +2. 2. Refresh List: Click the little green refresh arrows. 3. Add BSX_Flags: Click the little white arrow to open the list and add BSX_Flags to slot one. 4. Add BSConnectPoint::Parents: Add this to the second slot in the Extra Data List for Scene Root. Step 5: Import Collision 1. Select Scene Root: Import your object as Collision. 2. Select bhkNiTriStripsShape: In the Collision Branch, select the bhkNiTriStripsShape. 3. Set Material: Set the material for physics to Material_Wood. Step 6: Insert NiNode 1. Insert NiNode: Select the Scene Root and Insert > NiNode. 2. Rename NiNode: Select the new NiNode and set the name to WorkshopComponentPoints. 3. Set Num Children: Select the Scene Root and set Num Children to +1, making the total 2. 4. Assign Children: In the first slot, set this to WorkshopConnectPoints. For the second slot, assign your object. Step 7: Sanitize and Reorder Blocks 1. Sanitize Blocks: Select the Scene Root > Sanitize > Reorder Blocks. 2. Set Connect Points: Set the number of connect points to 5. 3. Define Points: Name and locate each connect point as follows: - Point 1: Name - P-Balcony01, Rotation R = -180, Y Loc = -64. - Point 2: Name - P-Balcony01, Rotation R = -90, X Loc = 64. - Point 3: Name - P-Balcony01, Rotation R = 0, Y Loc = 64. - Point 4: Name - P-Balcony01, Rotation R = 90, X Loc = -64. - Point 5: Name - P-WS-Origin, Snap with the ground and set Z Axis location. Step 8: Save and Optimize 1. Save: Save your work in NifSkope. 2. Optimize: Use Elrich, Bethesda's File Optimizer, to optimize your NIF file. Step 9: Open in Fallout 4 Creation Kit 1. Duplicate Existing Object: Duplicate the ShackBalconyFloor01. 2. Set ID Name: Set ID Name to DD_FoundationSmall and Name to DD Foundation Small. 3. Assign Model: Assign your newly created model. 4. Set Preview Transform: Set Preview Transform to workshop_ShackBalconyFloor. 5. Confirm Settings: Click OK, don't create a new form, and confirm changes. Step 10: Create Constructible Object 1. New Constructible Object: In the object window, select Item > Constructible Object. Right-click in Editor ID and select New. 2. Set ID: Set the ID to DD_coFoundationSmall. 3. Set Workbench Keyword: Set the Workbench Keyword to WorkshopWorkbenchTypeSettlement. 4. Set Sounds: Set Pickup Sound to UIWorkshopModeItemPickupWood3Large and Putdown Sound to UIWorkshopModeItemPutdownWood3Large. 5. Set Created Object: Assign your object as the Created Object. 6. Add Recipe Filter: Find WorkshopRecipeFilterBuilding02Wood03Floor and drag it into the recipe filter for your constructible object. 7. Add Required Items: Add the desired components from WorldData in the objects list. Step 11: Save and Test 1. Save: Save all changes. 2. Test: Load Fallout 4 and test your new object in the game to ensure everything works correctly. 1 Link to comment Share on other sites More sharing options...
DigitalDrool Posted July 3 Share Posted July 3 (edited) I uploaded two more videos to youtube, Basic Constructible Objects and Constructible Objects with Snap Points. I do hope this helps and please let me know if something doesn't make sense. Basic Constructible Objects - https://www.youtube.com/watch?v=fVTDv17xOw4 Constructible Objects with Snap Points - https://www.youtube.com/watch?v=UMZMUY08znQ Edited July 3 by DigitalDrool 1 Link to comment Share on other sites More sharing options...
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