BlazeLeeDragon Posted July 26, 2014 Share Posted July 26, 2014 Greetings, I was trying to find a tutorial on getting custom weapons into Skyrim and was not able to find a method that worked for me. After playing around with blender and nifskope I finally found a method that works without having to use the old version of blender. That's right a method that utilizes blender 2.71. so here is how I did it.I used Blender 2.71 when I tried thisYou need the following:blender: http://www.blender.org/nifskope: http://niftools.sourceforge.net/wiki/NifSkopeFO3: http://www.nexusmods.com/fallout3/mods/34/? 1) Model your weapon in blender (2.71)2) UV Unwrap your model3) Create your texture .dds files4) Use FO3 archive utility and find a skyrim mesh that is close to the weapon you modeled5) Open mesh with nifskope and locate the nitrishape data under the weapon name6) Export this as a .obj file7) with your model open in blender import the .obj8) size and orient your model using the obj as a guide9) delete the imported .obj and save your blender file10) again open nifskope, but this time export the nitrishape data as a .dae file11) import the .dae into your adjusted blender mesh12) NOTE: the .dae is tiny, tiny, tiny compared. Just use it to rotate your blender mesh around the center (use curser rotation) so it's laying the same way as the weapon13) again delete the .dae and this time export your blender mesh as a .3ds14) In nifskope highlight the weapon name and import the .3ds15) right click the name of your weapon you imported over the old one and click transform then edit16) adjust and align the mesh (I only had to zero out all the positions to center my sword)17) with your blender mesh still open you can delete everything except what would be covered by blood and repeat the above steps for blood effect and lighting18) blood effect and lighting requires you to rename the string to blood effect and lightning after importing the .3ds19) for the scabbard you will also have to rename the string to default scabbard and you will also have to play around more with the transform edit20) under your BS shaders select your texture location and file names21) save the .nif under it's new name22) utilize skyrim creation kit and create your .esp with your new weapon... DONE. I hope this made sense if not, here is a video tutorial I made on youtube:http://youtu.be/MwJDy5rNTmo Link to comment Share on other sites More sharing options...
ResolveThatChord Posted July 28, 2014 Share Posted July 28, 2014 Nice contribution! A lot of modders recommend simply learning Blender 2.49 because it has the .nif scripts. It's a shame because keeping up with more current tech can open up all kinds of opportunities for new kinds of projects. Link to comment Share on other sites More sharing options...
BlazeLeeDragon Posted August 1, 2014 Author Share Posted August 1, 2014 Thanks ResolveThatChord, I've seen a lot of the same, to go back to 2.49. However I like modeling in the current version of Blender. I hope people find this useful. Link to comment Share on other sites More sharing options...
Ceruulean Posted August 1, 2014 Share Posted August 1, 2014 Wow, this is a nice find! Hopefully there are ways to get this to work for helmets and armor. Link to comment Share on other sites More sharing options...
fadingsignal Posted August 5, 2014 Share Posted August 5, 2014 Great work! I think this will work with static objects, as well (houses, etc.) Where it gets tricky is when skin partitions and bone weights come into play. Anything that needs a _0 and _1 version of the NIF to deal with the body weight slider (including necklaces, as I am painfully finding out) is extremely delicate. If someone buckled down and wrote some Python scripts for properly importing/exporting NIFs in Blender 1.71+ that include all bones/skin partitions, they would be the heroes of the land! Link to comment Share on other sites More sharing options...
olnorton Posted August 5, 2014 Share Posted August 5, 2014 Does anybody know if you can import nif's into Blender 2.71? Link to comment Share on other sites More sharing options...
BlazeLeeDragon Posted August 9, 2014 Author Share Posted August 9, 2014 Wow, this is a nice find! Hopefully there are ways to get this to work for helmets and armor.Yeah that would be pretty cool. Unfortunately I am a major NOOB when it comes to modding and have only played with the weapons so far. Hopefully this techinique can be expanded into all custom models. Link to comment Share on other sites More sharing options...
BlazeLeeDragon Posted August 9, 2014 Author Share Posted August 9, 2014 Does anybody know if you can import nif's into Blender 2.71?As far as I know Olnorton, no... The old blender needed a nifscript to import them properly and python etc. If someone makes those types of additional files for an updated version of blender than maybe. However as of today I don't think it's possible. Link to comment Share on other sites More sharing options...
olnorton Posted August 9, 2014 Share Posted August 9, 2014 As far as I know Olnorton, no... The old blender needed a nifscript to import them properly and python etc. If someone makes those types of additional files for an updated version of blender than maybe. However as of today I don't think it's possible. Thanks for the reply BlazeLeeDragon, I was lucky, a "real" modder named Tamira edited some nif's for me. Link to comment Share on other sites More sharing options...
neomonkeus Posted August 31, 2014 Share Posted August 31, 2014 If someone buckled down and wrote some Python scripts for properly importing/exporting NIFs in Blender 1.71+ that include all bones/skin partitions, they would be the heroes of the land! Here is the thing, the code has always been open source so anyone could, but nobody has.Our devs are working on updates, when/if they can, but their time is limited.The fact they still continue to make updates over the long-term, given their constraints is more of a "buckling down" than anyone else does. @BlazeLeeDragon - Some good stuff. You can definitely optimise your workflow by using one formation, .3ds would be preferential. Also the flower icon beside the texture path, its opens a file selector *don't ask me why its a flower, before my time*. I would suggest checking out the NIftools 1.2 alpha build, much better than the version you are currently using. https://github.com/niftools/nifskope/releases/tag/v1.2.0-alpha.2 Link to comment Share on other sites More sharing options...
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