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So... How are people making new models for Fo4?


JP193

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I'll try and get right to it, to save you reading time or whatever.

 

There are so many mods which add new meshes, from standalone, high quality guns to cuboid walls done from scratch. How?

NifSkope has a few problems with both import and export for Fo4's .nif files, Skyrim's files need converting because a simple port makes them break, there is no specialised Blender plugin and nobody's really touched other softwares aside one or two Maya tweaks I think. Yet despite all that, there has been people who make fully functional, high quality models for Fallout 4.

 

I managed to export one body file, which opened in Blender as .obj (no nif import scripts and plugins are doing anything) yet there's that mod where the creator made a higher poly outfit than Bethesda even put in the game, and said they even textured it in Blender.

Any tips? Tutorials? Speculation into how the witchcraft works?

Thanks in advance, hopefully someone else gets some help here too.

Edited by JP193
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Blender doesn't yet support exporting to .nif format that could be used with FO4. Whilst you can export models as .nif with older version of Blender, their mesh data is in NiTriShape format inside the file, which is inconvertible and unsupported by FO4 that requires them in BSTriShape format. Thus you have basically two ways to make custom meshes; by combining and adjusting existing meshes in Nifskope (and optionally changing their materials as well), or by making or importing the mesh into 3ds max and exporting it as .nif with it.

Edited by Junnari
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Thanks for the help guys! Both inputs were useful in their own ways. I'm getting 3ds Max now, (3 year free license as I'm a student) and I really look forward to whatever I do with it, nif or not :P

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Yep the 3ds Max export is the only one working right now. However you should copy the exported BSTriShade to a vanilla nif. That way you save a lot work on making the nif usable. The biggest problem right now is, that you can't make custom collision, because this is somehow made in the Havok engine. You can only combine vanilla collision objects, which is pain...

If you prefer working in blender and only use 3ds Max for creating the nif (like I do) you may run into trouble that breaks your UV map. In that case try out a few different export formats in blender.

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