maddmaxx Posted December 20, 2015 Share Posted December 20, 2015 (edited) Hey guys, I'm a 3D artist who wants to get into 3D modeling/texturing for gaming. I already have experience in it, just want to start making stuff for my portfolio. I figured I'll learn also how to mod for Bethesda games while I'm at it. I have some question and if you guys can just leave some links to where I can learn would be appreciated.1. How to extract models from FO4. a. I would need what types of files are accpeted by FO4 b. I would need to know what to use to extract and put back the models back into format FO4 uses.2. How to create/edit .esp a. I would like to learn how to edit values of assets in game. b. Would eventually like to import my own fresh model into game and use .esp to control its stats and where it would pop up in game. Far as to even be able to be modded by my own set of mods for the armor/weapons I add.I assume without new version of GECK making script time events aren't possible and anything that isn't controlled by values in a file can't be edited because scripts/events aren't editable in FO4edit ? Edited December 20, 2015 by maddmaxx Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted December 20, 2015 Share Posted December 20, 2015 (edited) Alright, so here's what you're going to need.First of all all of the assets are packaged into .Ba2 files (in your data folder) so to extract what you need, you'll need Bethesda Archive Extractor. Once you have that, run the exe, open one of the Ba2s depending on what you need and extract to a folder of your choice. Meshes are in .nif format and textures are in .dds format. Meshes- Typically (and by that I mean in previous games) we would be using Blender, 3DS Max, or Maya to import, edit, and export meshes with a plugin called Nifscripts, but unfortunately Bethesda updated their code so now we're waiting for the Nif team to update their scripts. But that doesn't stop you from getting a head start while you wait.- Paired with Nifscripts is a program called Nifskope which lets us do other stuff such as applying an alpha property on to the model for alphas to show, adding effects to your weapon/armour, animations... most of the time you'll need to do something in Nifskope before heading off to the GECK/FO4Edit. Nifskope at the moment is also your only way of exporting a .nif into .obj format where you can do what you will with the meshes. Textures- Since textures are in .dds format, Photoshop and GIMP are the only two programs I know of that can export your textures for use in FO4. Plugin for Photoshop - Plugin for GIMP EspsAs you know, without the GECK we're kinda using what we have based on the previous game and just adding stuff in as we experiment. So in order to create .esps there is FO4Edit. To answer your question, no scripts aren't possible right now, you're going to have to wait on the GECK. To create an esp, you're going to first need to open the fallout4.esm and figure out what you're going to want to add. Find the form under one of the categories and what you want to do is right click it and 'copy a a new record' and that'll let you choose an editor ID and also and also give you the option of creating a new esp. Edited December 20, 2015 by ArekkusuStorm Link to comment Share on other sites More sharing options...
maddmaxx Posted December 21, 2015 Author Share Posted December 21, 2015 Alright, so here's what you're going to need.First of all all of the assets are packaged into .Ba2 files (in your data folder) so to extract what you need, you'll need Bethesda Archive Extractor. Once you have that, run the exe, open one of the Ba2s depending on what you need and extract to a folder of your choice. Meshes are in .nif format and textures are in .dds format. Meshes- Typically (and by that I mean in previous games) we would be using Blender, 3DS Max, or Maya to import, edit, and export meshes with a plugin called Nifscripts, but unfortunately Bethesda updated their code so now we're waiting for the Nif team to update their scripts. But that doesn't stop you from getting a head start while you wait.- Paired with Nifscripts is a program called Nifskope which lets us do other stuff such as applying an alpha property on to the model for alphas to show, adding effects to your weapon/armour, animations... most of the time you'll need to do something in Nifskope before heading off to the GECK/FO4Edit. Nifskope at the moment is also your only way of exporting a .nif into .obj format where you can do what you will with the meshes. Textures- Since textures are in .dds format, Photoshop and GIMP are the only two programs I know of that can export your textures for use in FO4. Plugin for Photoshop - Plugin for GIMP EspsAs you know, without the GECK we're kinda using what we have based on the previous game and just adding stuff in as we experiment. So in order to create .esps there is FO4Edit. To answer your question, no scripts aren't possible right now, you're going to have to wait on the GECK. To create an esp, you're going to first need to open the fallout4.esm and figure out what you're going to want to add. Find the form under one of the categories and what you want to do is right click it and 'copy a a new record' and that'll let you choose an editor ID and also and also give you the option of creating a new esp.Thank you for your reply it's quite informative and on spot for what I was looking for. So use extractor to open up the files. Use the files extracted to edit/modify/create .esp? Do I also need to extract/compile to edit models as well? Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted December 21, 2015 Share Posted December 21, 2015 (edited) So use extractor to open up the files.To open the .Ba2 (the file format Bethesda now uses to package their meshes, textures, sounds, etc), yes. This is mainly if you want to do any work related to the vanilla meshes but it also lets you figure out how to set up your folder structure. Use the files extracted to edit/modify/create .esp?Kinda. Like I mentioned under the esp section, FO4Edit is what you use to do any work regarding esps. It is also where you'll be linking your .nifs, .dds, sound files, flash files (yup, you read that right) you created outside of it. Do I also need to extract/compile to edit models as well?Not quite sure what you mean here. As an example, if I were creating a new outfit, I would extract the meshes.ba2 to get a hold of the MaleBody.nif to use a base but before I do anything with it I would need to open the nif in Nifskope and export it as an .obj so I can import it into my modelling program to do any work I need to do on it. Now, like I said, exporting your work as a .nif isn't possible right now, but if it was - once you have all your files ready, (The esp, meshes, textures, etc) in the proper folder structure, the only compiling you'll have to do is turn it into a .rar to be used in a mod manager. I could explain it better if you told me what you wanted to do. Edited December 21, 2015 by ArekkusuStorm Link to comment Share on other sites More sharing options...
maddmaxx Posted December 21, 2015 Author Share Posted December 21, 2015 Do I also need to extract/compile to edit models as well?Not quite sure what you mean here. As an example, if I were creating a new outfit, I would extract the meshes.ba2 to get a hold of the MaleBody.nif to use a base but before I do anything with it I would need to open the nif in Nifskope and export it as an .obj so I can import it into my modelling program to do any work I need to do on it. Now, like I said, exporting your work as a .nif isn't possible right now, but if it was - once you have all your files ready, (The esp, meshes, textures, etc) in the proper folder structure, the only compiling you'll have to do is turn it into a .rar to be used in a mod manager. I could explain it better if you told me what you wanted to do. Sorry bad wording on my part and my understanding is bad. So once I extract the .ba2 files I can use them to modify and edit game assets. Ultimate goal would be to make my own weapon/armor that can be crafted by player and also be modded at the benches. Further down the line, even allow texture alterations in game. (I would craft the models and textures from scratch). But right now as a starting project, I'd like to find the jetpack model that is added to the power armor. Modify the the mesh so the power armor is gone and only the jetpack is there. Add it as a wearable item with slot location that uses the baby shaun slot when the character holds him (slot is pretty much useless after game opening from my understanding). So instead of only having the jetpack available only as a power armor mod, it can be used by players as a separate armor. Link to comment Share on other sites More sharing options...
TeamBacon Posted December 21, 2015 Share Posted December 21, 2015 http://forums.nexusmods.com/index.php?/topic/3530515-tuthow-to-divideremove-components-from-modelstextures/ Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted December 22, 2015 Share Posted December 22, 2015 (edited) Well, the jetpack is actually detached (mostly) if you opened the PA_Jetpack.nif (Meshes/Actors/PowerArmor/CharacterAssets) in Nifskope and removed the small power armour part, you'd have yourself a detached jetpack. Making it functional might be a problem though because I'm not sure how the game handles how the jetpack works whether it be through scripting or through an effect. The other thing is that since the Jetpack is rigged to a power armour, A) I'm not sure if it'll work with a human skeleton, and B) The positioning will most likely be off and there's nothing that can be done at the moment to fix it. Edited December 22, 2015 by ArekkusuStorm Link to comment Share on other sites More sharing options...
bladexdsl Posted December 22, 2015 Share Posted December 22, 2015 what 3d program can open NIF files? Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted December 22, 2015 Share Posted December 22, 2015 what 3d program can open NIF files?As I stated in my post up top, normally Blender, Max, or Maya are able to import/export nifs with the Nifscripts plug-in but with the changes Bethesda made to the code, we're still waiting for nifscripts to be updated. For viewing purposes, Nifskope is what you want, otherwise you'd have to export the nif from Nifskope as an .obj to be importing into your preferred modelling program. Link to comment Share on other sites More sharing options...
bladexdsl Posted December 22, 2015 Share Posted December 22, 2015 (edited) i got a "failed to load file header error each time using Nifskope. ahh screw it all i'll just wait fore the plugin updates. Edited December 22, 2015 by bladexdsl Link to comment Share on other sites More sharing options...
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