YailBloor Posted February 12, 2016 Share Posted February 12, 2016 (edited) At my request uedftus modeled a knife I personally own IRL, the Tom Brown Tracker. This beast of a blade has served me well for many years and I thought, 'Hey, what the hell, why shouldn't it do so in my favorite game as well?' So I got in touch with uedftus (AKA primnull) and he graciously whipped up this great looking model. I would be grateful if anyone could make it work in game, or help me learn to figure out how to do it myself. A link to the resource can be found here: http://www.nexusmods.com/fallout4/mods/9708/?Also, check out an awesome time-lapse video of it's conception here: http://staticdelivery.nexusmods.com/mods/1151/images/9708-0-1455051251.jpg Edited February 12, 2016 by YailBloor Link to comment Share on other sites More sharing options...
Junnari Posted February 12, 2016 Share Posted February 12, 2016 The workflow summarized (can be done in different order if you know what you are doing):Decide what weapon you'd like to use as base, preferably something with similar animations and characteristics as the weapon you are making. In this case Combat Knife might be closest. Extract existing .nif file of that weapon, this can be done using B.A.E. Duplicate that .nif file and rename it. Make the model and textures for it. Convert the model into .nif using 3ds max (notice that the format needs to be the one supported by FO4, older ones used by skyrim and FO3/FNV don't work) or get someone to convert it for you. This can be also done with Outfit Studio, but the results it has given to me have been far worse than those that have been converted with 3ds Max. Open the duplicated .nif in Nifskope and copy the converted model's parts into there, and replace the old parts. Setup the materials and textures using Material Editor and Nifskope. Get FO4Edit, and make a duplicate of the base weapon into a new .esp, and replace the original model reference with the new one in it. Alternatively you can also replace the original model with override, but I recommend doing content as standalone at least after getting the idea of how things work with FO4Edit. Make the wanted changes to the weapons stats if you want to make it more different from the original weapon. Add mods and other optional features.If you use the Combat Knife as base, it's important to notice that the blade is set through a mods used by the knife, so you'll either need to remove the mod from the weapon or remove the model from the mods to prevent getting additional blade on the model. Link to comment Share on other sites More sharing options...
Ethreon Posted February 12, 2016 Share Posted February 12, 2016 I'll be trying as soon as 3DS finishes dld/install. Link to comment Share on other sites More sharing options...
uedftus Posted February 12, 2016 Share Posted February 12, 2016 interested to see what comes of this/subbed Link to comment Share on other sites More sharing options...
Ethreon Posted February 12, 2016 Share Posted February 12, 2016 Can you tell me what version of 3d max you used and exactly how you got it to import/export into nif? Link to comment Share on other sites More sharing options...
Junnari Posted February 12, 2016 Share Posted February 12, 2016 I've had another user do the converting for me with his Max, so I'm not certain of which version is required. The process however requires separate plugin to allow Max to import the files, and you'll need to make sure that the mesh data is stored as BSTriShape instead of the older NiTriShape that is used by older bethesda games. Link to comment Share on other sites More sharing options...
Ethreon Posted February 12, 2016 Share Posted February 12, 2016 OK, I think I found the script as well. Should be easy from now on. Ill see how it works and maybe have a plugin by tomorrow. Link to comment Share on other sites More sharing options...
jeffglobal Posted February 13, 2016 Share Posted February 13, 2016 (edited) @Junnari So, you would convert an alien outfit or helmet for a cat for example, load up the cat in nifskope, copy in the helmet, scale, rotate and move the helmet, and THEN touch up in Outfit Designer? What if it had no bones? How would you deal with that without the copy weights function from Outfit Designer? The working nif importer for 3ds max 2016 (I think to 2013) is here: niftools-max-plugins-3.8.0.0fc6f5f.7z @Yailbloor, hey you didn't say you exported as a Maya binary...so I went into Maya and created two files: fbx and ape and then created the nifs. The problem may be that the fbx and ape had the same funky uv unwrap and the max scene had no unwrap at all...wtf Maya and max don't read each other's files directly is totally nonsense. I'm learning Maya now. The way I'm learning to model, having points like those pinwheels are a real no no. What sucks is Idk how to uv unwrap in Maya yet so I can't check if the fbx fk'd it up or what... Well I created the nif 3 ways: From FBX: https://www.dropbox.com/s/v8fj0n344a6ioql/knife2.nif?dl=0From Autodesk Packet Exchange:https://www.dropbox.com/s/c4wa6gv4eef5rt0/knife1.nif?dl=0From Max Scene: https://www.dropbox.com/s/j6n6536biicou6r/knife3.nif?dl=0 Now the only thing I changed from the vanilla export was: no welded vertices and no hidden nodes. I modified nothing within your original Maya save. When I looked at the unwraps, I made a new scene and reimported the fbx or ape or max scene then exported as a nif to ensure nothing in max modified anything. Edited February 13, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
Ethreon Posted February 13, 2016 Share Posted February 13, 2016 I'll leave someone more experienced to deal with it. I have 0 experience in 3D editing.. if I had the _d _n and _s dds would've been able to easily handle the mod. Link to comment Share on other sites More sharing options...
YailBloor Posted February 13, 2016 Author Share Posted February 13, 2016 @Junnari So, you would convert an alien outfit or helmet for a cat for example, load up the cat in nifskope, copy in the helmet, scale, rotate and move the helmet, and THEN touch up in Outfit Designer? What if it had no bones? How would you deal with that without the copy weights function from Outfit Designer? The working nif importer for 3ds max 2016 (I think to 2013) is here: niftools-max-plugins-3.8.0.0fc6f5f.7z @Yailbloor, hey you didn't say you exported as a Maya binary...so I went into Maya and created two files: fbx and ape and then created the nifs. The problem may be that the fbx and ape had the same funky uv unwrap and the max scene had no unwrap at all...wtf Maya and max don't read each other's files directly is totally nonsense. I'm learning Maya now. The way I'm learning to model, having points like those pinwheels are a real no no. What sucks is Idk how to uv unwrap in Maya yet so I can't check if the fbx fk'd it up or what... Well I created the nif 3 ways: From FBX: https://www.dropbox.com/s/v8fj0n344a6ioql/knife2.nif?dl=0From Autodesk Packet Exchange:https://www.dropbox.com/s/c4wa6gv4eef5rt0/knife1.nif?dl=0From Max Scene: https://www.dropbox.com/s/j6n6536biicou6r/knife3.nif?dl=0 Now the only thing I changed from the vanilla export was: no welded vertices and no hidden nodes. I modified nothing within your original Maya save. When I looked at the unwraps, I made a new scene and reimported the fbx or ape or max scene then exported as a nif to ensure nothing in max modified anything.I hardly understand anything you said, since I know slim-to-nil about modding, but I did clearly state that the model was made by uedftus (AKA primnull), and not myself. Please do give the author due credit, I don't wish to receive any of his (or hers) deserved acclaim. Link to comment Share on other sites More sharing options...
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