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Need some easy nif models made please


SnakeSlippers

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Ok so I finally got around to checking the models and all that. Been very sick and what not. So the wheel works, looks great. The Wagon itself tho crashed the GECK when I added it in there. Idk why, and when I view it in the mesh folder I get a error. How would I install the wagon? Static correct?

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One more thing. I'm pretty sure I read somewhere on your bio or something you won't teach people how to do this stuff, but.....I'm just going to throw it out there. I just need to know how to delete stuff off of a mesh basically and I won't have to keep asking people for them. Was there a tut you saw somewhere that taught you how to do it? Which program you use to do it? Nifskope or Blender? I tried using Blender to delete parts but it would delete the whole model.

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I didn't see any tutorials, no. I just installed Blender with the required plugins to open Fallout meshes (there's some info here) and Nifskope (an older version, Nifskope 1.1.0 rc4 that works great with Fallout stuff). Then I just kinda just improvised and poked around :P

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There are different ways of putting a nif together. A wagon might be one big mesh or it might have separate meshes for the body and each wheel, for example. If they are separate meshes and you want to delete one or more of the meshes, you can do that in nifskope. If the wagon mesh happens to have separate meshes and you want to delete a wheel, you can do that in nifskope. If it's all one big mesh, then trying to delete that mesh in nifskope or blender is going to delete the entire wagon. In that case, you need to go into blender and edit the mesh, not delete it. Select the bits you want to delete (like the wheel) and delete those faces and/or vertices. If the object has collision, you'll want to edit the collision mesh as well, otherwise the player and npcs will still collide with bits that were removed, which would be kinda weird in-game. I personally have found that you run into the least amount of problems if you just delete the collision mesh and start over once you've edited the model.

 

Sometimes it is easier than others. For example, someone just requested a version of the lobotomite goggles without the top strap. The model was just one mesh, so I had to edit it out in blender, but it was relatively easy to do because the top strap was basically its own mesh even though it was part of the entire model. In other words, I was able to select the bits for the top strap and delete them without disturbing the other parts of the mesh. That's not always the case. Sometimes if you delete part of a mesh, you'll leave a hole in the mesh that you need to close up somehow. For example, if you take one of the standard t-shirt and pants type clothing models and delete the t-shirt, you'll find that the body mesh underneath only includes the arms and doesn't include a chest. So now you need to delete the arms, then copy a body model into the mesh and cut it down so that it is only the arms and chest so that the legs don't pop through the pants part of the mesh. Another example - if you take a frying pan and delete the handle (to make a metal plate I guess?), you will end up with a hole where the handle attached to the pan. You might be able to join the existing mesh pieces together to fill in the gap, or you might have to make some mesh pieces (faces in blender) to fill in the gap, which means you'll also need to uv map those new pieces and adjust them so that they end up textured in some reasonable fashion. And again, you'll likely need to redo the collision as well.

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