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Trouble with making .nif files.


rnonica

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I'll start by just stating that I don't know much about modding yet, as I've mostly learned to this point by trail-and-error over maybe a day, so I wouldn't expect me to know much in way of vocabulary or proper procedure in regard to editing .nif files or the like.

 

Basically, I took the upperbodyMale.nif and replaced it with a drastically different skeleton (renamed to upperbodyMale.nif). Not surprisingly, it didn't work, I presume because the default texture I'd had for the previous .nif wasn't linked somehow...

As a test, I took that same .nif and replaced it with the femaleUpperBody.nif, only this time I had textures to similarly replace with. To my confusion, it worked flawlessly (to mildly hilarious result).

 

So my problem, I suppose, is that I have no idea how to texture a completely custom mesh, and I'm completely unaware of why even a texture that doesn't -fit- isn't even partially visible, instead giving a fully invisible body...

 

I suppose I'm not being all that cogent, in retrospect, but though I know how to (crudely) edit both textures and meshes, I can't figure how to configure a mesh to work with a texture once changed...

 

As far as tools go, I'm using NifSkope (to convert .nif files to and from the .obj format), Blender (to edit meshes), and Paint.net (to edit textures). I'm really not sure what to expect at this point, I just know that I'm probably going to cause myself more trouble than I need to if I try and guesswork my way through any more. If anyone has some sort of explanation, or even miscellaneous advice on such things, I could certainly use the help. >_<

 

Additionally, I'm wondering how the code and such works (.esm/.esp files I assume?), and if there's any manner/guide to creating code for things like editing NPC inventories globally, or whatever.

 

Gwa... I've never felt quite this overwhelmed before. Oh and sorry if I'm posting in the wrong section or some other forum faux pas, first post and the like.

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...Additionally, I'm wondering how the code and such works (.esm/.esp files I assume?), and if there's any manner/guide to creating code for things like editing NPC inventories globally, or whatever.

 

Gwa... I've never felt quite this overwhelmed before. Oh and sorry if I'm posting in the wrong section or some other forum faux pas, first post and the like.

 

I'm sorry but I can't help you with NIFSKOPE and nifs files and such, that's not really my forté. I can, however tell you how to use costum NIF files and costum inventory creation using FO3edit (download link: http://fallout3nexus.com/downloads/file.php?id=637).

 

If editing an existing character:

 

1. Load up fallout 3 as master in FO3edit;

2. Expand the fallout 3 list (click the (+));

3. Go to Non-player Characters and expand;

4. Go to your character of choice for editing and do the following: Right click > choose (deep) copy as override into... > <new file>;

5. Name this file what ever you like, I recommend naming it in an appropriate fashion so you'll know what character it interacts and overides with;

6. Change the stats (in the new file) to whatever your hart desires but leave vital statistics like model etc. to be except when that's what you want to alter;

7. If inventory is your goal do the following:

 

a). Go to the items tab under the desired character;

b). Change all itemcounts of the items you don't want that character to have to 0 in the original fallout file (don't delete them as you might want to undo some deletions later on, although FO3edit does automatically make a backup of the file you're editing so don't worry about screwing things up.);

c). In your just created file add all the items you want that character to have and edit there stats like how many of- and what quality that item will spawn;

d). Save and you're all done.

 

If making your own character:

 

1. Do steps 1 to 5 to create a new file and make a template for yourself. (I don't know anyother way to make a new file in FO3edit without loading a new file in GECK first, this saves time.)

2. Make sure you rename the editor and form ID this time as you don't want it to overide any existing characters;

3. Input your costum .nif and any overriding textures you want over it in the mode tab;

4. Change the object bound accordingly (as to avoid strange clippings and such.);

5. Edit anything else, including inventory and scripts (I suggest using already existing NPC scripts from fallout 3 or costum follower scripts from other mods (With permission ofcourse));

6. Save and use GECK to load up your costum character and place it in the Fallout world.

 

Hope this helps and good luck.

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I am very new to this myself. I also am having the exact same troubles with an altered upperbody.nif. In my case I imported an existing upperbody.nif into blender and using blender edit stretched here and shrunk there. Once completed I exported the new nif only to have an invisible body. The only real difference is mine was in FO3 but if it works I will use the same in FONV.
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