snail689 Posted March 17, 2016 Share Posted March 17, 2016 hello, firstly my English is not very good, but be lenient. I am new to modding. I created an object with blender that I want to import on NifSkope. There is no way to export blend file to .nif, I therefore converts obj file. but here when I import the .obj file in NifSkope I only see the axes y, x, z on black background. I hope someone has a solution thank you. Link to comment Share on other sites More sharing options...
DarthWayne Posted March 17, 2016 Share Posted March 17, 2016 NifSkope does not support import for Fallout 4 currently (exept there was a new release recently, that I missed). There are only two ways to create FO4 nifs: 1. Export from 3ds max2. somehow with outfit studio Anyway there is no way to make custom collision, so you have to combine collision of existing collisions. Link to comment Share on other sites More sharing options...
jeffglobal Posted March 17, 2016 Share Posted March 17, 2016 (edited) Use your obj file and drag and drop into OutFit Designer. You need to get Material editor too from the nexus. Usually, you have to use an in game reference that's close to your new mesh, or ppl in the modding community won't tell me a better way. Import reference object from game, I use this mostly to get it positioned and translated right. Drag and drop your new obj Size up. Export without reference and disregard error message. Open reference object in Nifskope Open your new nif object in Nifskope Select your mesh, copy branch Paste branch at end, or with 0 NiNode unopened, just paste to your reference object, cause now it's a donor for the right nif structure... Line up your object like the game object again. Goto 0 NiNode and notice where the BSTrishape ur gonna delete is in the children list. Delete game object by only selecting BSTrishape and "remove" NOT remove branch. Goto 0 NiNode, find children and double click and add number to the left of your BSTrishape in the same line as the removed game BSTrishape Click on ur BSTrishape and go down to BS Properties. On the first line add the number of the BSLightingShaderProperty Check your BSTrishape. Does it have a [65] in it's text field? double click and delete that and name ur BSTrishape something. Check your Bounding Sphere. Does it have a non zero number? I hope so, cause you have to surround your object with a bounding sphere to make it show up in game. Check the BSLightingShaderProperty. What bgsm file is it referencing? Make one to point to ur name in your BSTrishape, e.g., Materials\actors\Character\BaseHumanFemale\UrObject.bgsm Open the material editor and choose an in game asset that is similar to your new object. In the materials tab, use that to reference the right files _d.dds, _n.dds, _s.dds. Save with UrObject.bgsm to not overwrite the in game asset. If you want to make it standalone and/or craftable Elianora has a good tutorial to continue from here.https://youtu.be/z9icEJpQ2 [sry, I deleted a couple of letters cause I don't want to get into trouble] but, now that I've used youtube for 3 days as an author of Utubes, I notice from the address it's an unlisted, not private or public youtube video, so Idk if she wants it to be shared, fk. It's on the mod authors' thread and this is the "reg" mod thread...idt you can pm her either, cause too many ppl bother her, as per her interview by DPProductions (Is that enough P's? Idr). There are some videos on youtube maybe that will show the same thing...but her's was super direct.In the beginning you can introduce game assets as replacements first to see your stuff in game fast, but after that you should make it stand alone. Which requires the modders resource for names and stuff to make things not conflict. Edited March 17, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
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