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.NIF Files


Reconn

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Hi Guys,

Im new to modding and what to start doing some mod around new creatures

starting with ghouls.

The ghoul type im practicing with is a Ghost Ghoul but I have a few

questions,

 

1) Can I use more than one .nif file on a single being/creature,

ie. mixing nif's so they over lap and show some of the body visuals

of both.

 

2) Where can I get a freeware .nif editor that's good and not to

complexed to use.

 

3) How to make a nPC ghost like as in that vault

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1. That would have to be done with textures. But you can take parts from a nif and paste it into another nif. But with what your doing i don't think it will work to correctly unless no rigging is needed? Or the creature uses the same skeleton. There's many tutorials in the stickies topics i suggest you look there for techniques with using nifskope and texturing. One way i can see it working would be to take different parts of the creature and retexturing those parts to be see through.

 

2.Nifskope. google it and grab it from sourceforge.net

 

3.In the GECK there is a check box under the npc creation dialogue window that allows you to define the npc as a ghost, If i member correctly.

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Ecksile, Thanks for the reply,

 

1) -

I wanted to use the Feral Ghoul (and it's skeleton as my base), from meshes,

but using the same skeleton as the Feral Ghoul don't seem possible because the skeleton that the GECK refers to

[\meshes\creatures\ghoul-skeleton.nif] just is not there in the folder, so I grabbed a skeleton.nif from

[\meshes\creatures\MMMF3-GhoulNoArms]. and placed it in the [\meshes\creatures\ghoul] folder, even

though there was no skeleton.nif there before it now causes the game to CTD after loading when I try and save

(saying that im not even sure the CTD is related, going to have to remove it to see if it's still happening!)

 

This kinda confuses me because if it not there, what is the game using?

 

Do you know if when I installed [MMM], did it remove it or replace it with the only other skeleton file that is there

[fatskeleton] and if the fatskeleton.nif is what causes the MMM ghouls to have that big rib-cage look?

 

2)

Downloading Nifscope now, Thanks for link :)

 

3)

It was seeing that Ghost option that gave me the Idea the make a Ghost Ghoul range (from Feral to Reaver),

I was thinking they could be the next stage in ghoul evolution

(ie. from the Standard Ghoul Type, Ferals Ghoul, Glower Ghoul, Reaver Ghoul to Ghost Ghoul).

 

Thanks for you help and sorry for the new question, Hope they make sence :)

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1) -

I wanted to use the Feral Ghoul (and it's skeleton as my base), from meshes,

but using the same skeleton as the Feral Ghoul don't seem possible because the skeleton that the GECK refers to

[\meshes\creatures\ghoul-skeleton.nif] just is not there in the folder, so I grabbed a skeleton.nif from

[\meshes\creatures\MMMF3-GhoulNoArms]. and placed it in the [\meshes\creatures\ghoul] folder, even

though there was no skeleton.nif there before it now causes the game to CTD after loading when I try and save

(saying that im not even sure the CTD is related, going to have to remove it to see if it's still happening!)

 

This kinda confuses me because if it not there, what is the game using?

 

Do you know if when I installed [MMM], did it remove it or replace it with the only other skeleton file that is there

[fatskeleton] and if the fatskeleton.nif is what causes the MMM ghouls to have that big rib-cage look?

The game is using the \meshes\creatures\ghoul-skeleton.nif contained in the fallout3-meshes.bsa file. Most of the games assets are in the BSA files; you can use FOMM to extract any files you want to use. If you extract that one and change it, just place it in data\meshes\creatures\ghoul-skeleton.nif and it will be used instead (in other words, you don't have to put it in the BSA.) (Assuming you have some form of archive invalidation fix, FOMM can do that too.)

 

(Sorry, I can't get to a computer with FOMM on it, so I can't describe the exact steps. Maybe some else can help with that.)

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