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Porting Skyrim models to Fallout 4


MarchUntoTorment

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If you saw my posts before, ignore whatever blathering I posted in them, because what I was thinking doesn't actually work :( I need to play around with this and see if I can come up with something that doesn't require 3dsmax, because I don't have it :(

Edited by Kikaimegami
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  • 5 years later...

actually i spoke someone online about porting a skyrim mod to fallout 4. This mod is called aethersuite its a skyrim mod, but i spoke to the creator of the mod for a fallout 4 port but he or she dont know how to port the mod to fallout 4. The creator of the aethersuit mod dont mind about porting the mod but give credit to him or her. This is the website that i asked the modder https://dysintropi.me/2020/12/25/well-s#*!/ locate the response at the bottom. The moder goes by the name Halofarm.

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actually i spoke someone online about porting a skyrim mod to fallout 4. This mod is called aethersuite its a skyrim mod, but i spoke to the creator of the mod for a fallout 4 port but he or she dont know how to port the mod to fallout 4. The creator of the aethersuit mod dont mind about porting the mod but give credit to him or her. This is the website that i asked the modder https://dysintropi.me/2020/12/25/well-s#*!/ locate the response at the bottom. The moder goes by the name Halofarm.

When its all just about the model (nif), its doable. I've done so a few times. The biggest issue here are collisions. They seem to use the bhkPhysicsSystem exclusively with fo4. Nothing else works. To create those, you need 3DS2013+official plugin. (or copy it from something similar)

 

Worst case (for just the model) you need to export it to an .obj, & import that into OutfitStudio and save it as a .nif again. You'll still need to convert all shapes to BSTriShapes* & add any material needed, but it will work (show up in-game)

* = it seems to even work without conversion, but to be sure. Just as I've been succesfull at adding (static) models from a skyrimm resource mod, directly (With BSFadeNode instead of NiNode and NiTriShapes). In the later case the collisions obviously don't work (a RigidBodyT using a mesh, in this case (I wish THAT would work for FO4! as it would be suddenly easy to do collisions)).

 

This goes at least for statics, Don't know about clothing, or animations and such. Haven't tried. As I'm fully capable of working with 3D models (for FO4) myself now, I gave up on the ported stuff.

I don't have Skyrim, so i don't have any idea about further compatibility issues if you wish to port a mod. Can't help you there (To busy on my own mod & models anyway)

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