kohos Posted November 21, 2015 Share Posted November 21, 2015 Both http://f4se.silverlock.org/ and http://fallout4.gamebanana.com/tools/5908 extract .nifs quite well.Unfortunately neither Nifskope stable nor 2.0 beta open them. Giving header errors.Is there something new around to load them? Link to comment Share on other sites More sharing options...
Dhegonus Posted November 22, 2015 Share Posted November 22, 2015 not yet. The nifs of old were 32 bit, the ones for fallout 4 are 64 bit. Give it a week or two and some one might have figured a way to open them in nifskope etc. Link to comment Share on other sites More sharing options...
throttlekitty Posted November 22, 2015 Share Posted November 22, 2015 not yet. The nifs of old were 32 bit, the ones for fallout 4 are 64 bit. what? no. Link to comment Share on other sites More sharing options...
Dhegonus Posted November 22, 2015 Share Posted November 22, 2015 nif files: Now, if you been keeping up all that is interesting with F04, you will know that F04 is bethesda's first 64-bit game out of the FO and TES series. Which also means that the .nif files are also 64 bit. They were originally 32 bit. So all the nifskopes, 3d modeling nif tools, Caliente's tools all ran on this bit size concept and none of them work with the new 64bit .nif files. Which, depending on how they designed the programs, may take a quick fix, to a completely redesigning of their software (if they even want to do so in the first place). Speaking of the mesh files, there are two new files you have to be aware of when your creating new armors or new body meshes. .ssf and .sclp . If you played Fallout 4, and like to create body replacers or armor mods, you will realize, the way they streamlined the body shape may be a hassle. Well my friends, thats where these two files come in handy. Now the .ssf file is similar to how the .tri files worked with the body meshes, armors and such that you would use with Bodyslide and Racemenu CBBE/UNP morphs. However the .ssf file is 3 dimensional (thin, muscular, big) and hold the necessary transformations relations values situated with this triangle mophing style. The .sclp are specifically for the armor/clothes meshes in the game (except the power armor), now i haven't quite yet figured out what that file is for, hopefully someone supremely smarter than me comes along and figures it out Link to comment Share on other sites More sharing options...
throttlekitty Posted November 23, 2015 Share Posted November 23, 2015 (edited) No, I meant that the files aren't 64 bit; there's no reason to store numbers that large. The big change to a 64-bit process means being able to use higher memory addresses, there's no change to storage formats. Kind of how we didn't have to replace every .jpg in the world with 64bit versions when we moved to new OS/processors. NifTools member here, by the way :smile: In fact, Bethesda went to smaller data for Fallout 4. Instead of using 32bit floats for vertex data, they now use half-floats and bytes. It's a huge saver to memory bandwidth and storage. Just for XYZ coordinates alone, the meshes shrunk in half compared to previous titles! There's still a couple of hitches keeping a NifSkope release for now. I'm not convinced the game actually uses the .ssf files, changing values doesn't seem to do anything, and some nifs reference ssf's that aren't there. And it's strange that despite all the optimization to models that they'd rely on ascii data for their character system. Definitely needs more investigation, though many seem to be flagged as disabled for bone names. They could be leftovers from production or used by the GECK when setting up outfits too, but I didn't see any references to them in the .exe string dumps. I've no idea what .sclp files are either, or why those values aren't also stored in the .ssf. Changes to bone-based rather than morph-based is going to be a lot of fun for custom body/head stuff. But I also suspect a huge pain in many ways, and hopefully Caliente's new tool can mitigate that. Edited November 24, 2015 by throttlekitty Link to comment Share on other sites More sharing options...
johndoebowler Posted December 4, 2015 Share Posted December 4, 2015 (edited) sclp files define how the armor pieces (leather, synth, combat, etc) scale on top of outfits.On Vault Jumpsuits for instance armor pieces sit almost at skin level while in Army Fatigues the armor is scaled way more to avoid clipping with the puffier types of under armor. These values are stored in the esm records, the .sclp file must have been used to generate it. Changing these values in fo4edit produces visible results in game. Edited December 4, 2015 by johndoebowler Link to comment Share on other sites More sharing options...
KiCHo666 Posted December 4, 2015 Share Posted December 4, 2015 I opened newest nif files just fine with latest pre alpha version of Nifskope.Howerer, it's pretty much undecoded since there's a lot of new stuff. For example, you can't see the collision box of havok items, nor constraints in skeleton nifs, just bare nodes. Link to comment Share on other sites More sharing options...
palistov Posted December 7, 2015 Share Posted December 7, 2015 not yet. The nifs of old were 32 bit, the ones for fallout 4 are 64 bit. Give it a week or two and some one might have figured a way to open them in nifskope etc. What? There's no such thing as a 32-bit, 64-bit or n-bit file. A file is just a stream of data in a preordained format. The way they serialize that data has changed, which is why the current tools cannot open, modify, or create them. Link to comment Share on other sites More sharing options...
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