Belthan Posted April 7, 2014 Share Posted April 7, 2014 Just an FYI guys, if your having the issue with the GECK always auto loading all the DLC and Pre-order packs open your data folder and sort my file type. Look through the files and find all the .nam files then delete them. There not needed for a PC game and only the only purpose they serve is to force load the DLC on counsels. With mod managers like NMM or FOMM they just get in the way of modding. Awesome! You da man! Link to comment Share on other sites More sharing options...
chucksteel Posted April 7, 2014 Share Posted April 7, 2014 Glad I could help! :thumbsup: Link to comment Share on other sites More sharing options...
Mudguy47 Posted April 19, 2014 Author Share Posted April 19, 2014 Now I need help with exporting models and textures for another side project. I have virtually no experience with these kinds of things. I did manage to get a model together in Blender but I do not know how to convert it to a .nif which is what New Vegas requires. For the texture, can I do that in Blender itself or do I have to use a third party program to create it like GIMP or something? Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 4, 2014 Author Share Posted May 4, 2014 I have been slowly working on my house/quest mod for a while now and I am setting up a terminal and can't seem to place it in the render space because of there being no model for it. I have no clue how to make it so it will be place able. I have tried to find out how but there is no answer anywhere. How do I set a model for a terminal? Link to comment Share on other sites More sharing options...
Belthan Posted May 4, 2014 Share Posted May 4, 2014 Starting with the last question, when you edit the terminal in the GECK there should be a field for the model. Hit the Edit button and you can pick the model you want (I think in \meshes\terminals). once it has a model, you should be able to place it in the render window like any other object. About the previous question, there are several tutorials on the Nexus on using Blender for FO3 models; just search for "blender". Short version, there's a set of scripts for Blender that let you export directly to NIF format (and usually some cleanup you need to do in NifSkope). Depending on what you're doing with the model, editing the texture can be pretty simple. For retexturing you just need GIMP, Paint.NET, Photoshop, or whatever you prefer for editing images. If your image editor doesn't directly save as DDS, you'll need a program like DXTBMP to convert. If you make radical changes to an existing model or you have an entirely new model, you will need to set up the UV map in Blender or NifSkope (again, Nexus tutorials or Google for the details). Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 4, 2014 Author Share Posted May 4, 2014 Yeah theres the problem I don't have a meshes/terminals folder. I have looked both from inside the editor and in the meshes folder through Windows Explorer. The model is an new one I had made myself not a nif taken from the game and slightly edited. All I really have in the way of image editor I have GIMP and that's about it. I did see the scripts but apparently they weren't updated for my version of Blender so I figured there would be another way, nope. I'll go take a look at the Nexus' tutorials and see if they can help me. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 5, 2014 Share Posted May 5, 2014 By default, when choosing models for ANYTHING in the GECK you have to create those filepaths yourself usually by exporting some or all of fallout - meshes.bsa to your NV data folder. Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 6, 2014 Author Share Posted May 6, 2014 So what you are telling me is I have to learn more stuff!!! UGH! No I don't mind I have to learn more, actually I enjoy it. Ok so from what I gathered from that is I have to unpack the meshes.bsa, do I do that in the data folder itself or do I do it in a temporary folder somewhere else? And to unpack the bsa I do that through FOMM or another third party program? Link to comment Share on other sites More sharing options...
Belthan Posted May 6, 2014 Share Posted May 6, 2014 If you want to have all of the vanilla meshes available to you, use the BSA Browser in FOMM to extract it to the data folder. Otherwise you can just create an empty data\meshes\terminals folder, put your new NIF in that folder, and then point your terminal object in the GECK to that NIF (assuming you have coaxed Blender and NifSkope into generating a NIF with the correct attributes to be used in game). Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 6, 2014 Author Share Posted May 6, 2014 Ok I got it. But the new model I had made is not involved in the mod I'm currently working on, I'm simply working to get a terminal to get the terminal model so I can place it in the world. Link to comment Share on other sites More sharing options...
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