FavoredSoul Posted November 28, 2015 Share Posted November 28, 2015 (edited) If I have to come across so much as another FO4 mod on the nexus whose author has hinted at having NIF access and not actually said how..... *groaaaaaaaaaaan* Come on people. Share the info, seriously. DOWNLOAD IT HERE You can load up any NIF file and export the OBJ'S to your favorite modelling app. While it doesn't have a whole lot of options, the claim is if you've got the smarts it might be possible to get rudimentary level mesh type mods up and running in the game. At the very least, you can start playing with the vanilla assets now and make some cool stuff while you patiently wait for more info and updates. Edited November 28, 2015 by FavoredSoul Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 28, 2015 Share Posted November 28, 2015 Dont think you can import anything yet can you? Like they havent figured out how to get new meshes in or some s#*! idk I always used 3ds max to go to nifs so this is gonna be painful if I have to use blender or some other half assed thing Link to comment Share on other sites More sharing options...
chucksteel Posted November 28, 2015 Share Posted November 28, 2015 How would you export them from blender into a usable form. I just found that nifscope now opens FO4 meshes and did some bobblehead mashup's but need to get them into and out of blender to clean up some clipping. got them in with .obj but I have no clue on how to get them out and back into the game. Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 28, 2015 Share Posted November 28, 2015 Like I said, no way to import yet as far as I know, them moving the nitrishape to the root is weird as f*#@ so will prob take the guys a bit longer to figure it out. I love how they want the modding community to strive blah blah rhetoric from idiots, and don't provide us what is probably a easy ass plugin for max or maya. Link to comment Share on other sites More sharing options...
chucksteel Posted November 28, 2015 Share Posted November 28, 2015 yep didn't figure there was any way to import the files into blender, 3dmax or, maya yet. I got a little excited today when I stumbled across the Nifscop 2.0 update for FO4 files. This is like getting a really cool toy for X-mas but mom forgot to buy the batteries. :wallbash: Link to comment Share on other sites More sharing options...
bombasticmori Posted November 28, 2015 Share Posted November 28, 2015 I've been trying to use it, and so far have had very little success in its present form. For me at least, I'm currently unable add any blocks or change strings with the vanilla models without crashing the game, which is strange as I'm able to change object textures and materials just fine. If someone has gotten it to work with editing the vanilla models, I'd be very grateful to know, as currently I have hundreds of ideas on things to do and can basically do nothing but stare impatiently at the github repo, lol Link to comment Share on other sites More sharing options...
chucksteel Posted November 29, 2015 Share Posted November 29, 2015 I've had some luck with adding blocks but it only seems to work with statics and havok meshes. When I try to mess with weapons or armor the .nif will crash my game. I just released a bobble head mod that is basically only .nif mash-up's using Nifscope 2.0 Link to comment Share on other sites More sharing options...
Percephere Posted November 29, 2015 Share Posted November 29, 2015 Man, I needed this. The combat armor color palette doesn't allow for much quality customization without a proper UV to go by. Link to comment Share on other sites More sharing options...
KimberJ Posted November 29, 2015 Share Posted November 29, 2015 um, is it just me or do textures set in our nifscope alpha, not show in game? Link to comment Share on other sites More sharing options...
chucksteel Posted November 29, 2015 Share Posted November 29, 2015 did you set the material properties? The nifs work a lot different now I'm still figuing it out but in my mash-up Bobblehead mod I would have to set the Material property when adding a new block. the textures paths would be correct but it also needed the materials. I have yet to try to make or add new textures\materials but that may be the issue. Link to comment Share on other sites More sharing options...
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