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Are custom weapon meshes possible yet without 3DS Max?


MikeMoore

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I've finally figured out how to convert mods to Fallout 4 nifs without using 3DS Max, or first making them into Fallout NV/Skyrim Nifs, converting them straight to FO4NIF using outfit studio!

This works with blender, as well as maya

https://www.youtube....h?v=ppTXCJ0SZ88

This video will walk you through doing this

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Damn it, this may be the last straw to making me download blender...

 

I had been hoping to avoid it... ESP files and a little texturing is enough to worry about... LOL

 

Nice walk through ... Thanks for making that.

No problem, spread the word!

 

I also heard blender can be used as a video editing software, so that would be interesting to play with!

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I watched your walkthru too, htf you got the understanding about a few things in nifskope I would never have done in a million years, I thank you.

 

Did you ask the universe and it answered you or something? Either way, holy cow, I think that was the limiting steps, will verify tomorrow.

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I watched your walkthru too, htf you got the understanding about a few things in nifskope I would never have done in a million years, I thank you.

 

Did you ask the universe and it answered you or something? Either way, holy cow, I think that was the limiting steps, will verify tomorrow.

I asked the trial and error gods.. It was horrible.

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If you are using Max and making weapons, crates, soda bottles, basic statics, anything without skinning you don't need to use OutfitStudio. Create your mesh like normal with UVW mapping and textured then export as ,nif to your folder using the default settings. Then use Nifskope, open your mesh and a similar size and shaped one and copy the exported from Max mesh into the vanilla .nif, add your .bgsm info and alpha if needed and save as a new .nif.

 

With that tutorial.. the strings part? Dafuq? Select your mesh and in the Block Details window there is Name, click the bold Txt next to whatever name Nifskope arbitrarily gave it to open a new window that has the arbitrary name highlighted. Type the name you want and hit OK or choose one from the list. Strings are now updated and your mesh is named. But that Strings editing part is very useful if you are making a generator that makes no noise, the sounds used are in the strings and if you delete that the generator will be silent or you can change it to your new sound. Same thing with changing the .bgsm info, hit the Txt to open the Strings window.

 

Then when adding a new mesh to an existing .nif select the NiNode you want it under right click and choose Block Then Paste Branch. It will automatically insert the branch under that NiNode without having to set it after pasting. In Skyrim and earlier pasting to the trishape worked too but the FO4 .nifs don't allow that requiring setting the BS properties the slow way.

 

As for the .bgsm and changes taking effect in the game or not. Wrong. Hit the Txt next to the name of the BSLightingShaderProperty and hit backspace and the OK button. Now the BSLightingShaderProperty works. The BGSM overrides it and is optional. If you are doing the OutfitStudio route you can set your textures there before exporting and not even need a bgsm or even deal with adding a BSLightingShaderProperty.

 

Then there the ricght click on you mesh an hit Mesh then Update Tangent Space that's good practice to do. Glow maps may not work in the game until you do that and I always hit the Face Normals as well just before Update.

 

If you can reduce the steps in your workflow it makes it far less tedious and far quicker to do.

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@Mike Do you know what to do if you can't get a bounding sphere, because of a "point" bone? This happens alot with hats and helmets in game. Which is NOT a weapon, true...

 

I'm gonna try tomorrow to just copy and paste weights from a reference and export without the reference, open in nifskope and add the bgsm files and see what happens...just making a game replacement to see if it works...I've been getting NO export errors recently...so...let's see if Ruddy88 is right about that...

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