JuJooGuppy Posted April 29, 2016 Author Share Posted April 29, 2016 Aside from missing values / fields that cannot be fully edited via nifskope at the moment, I am more than happy with it.. I just want the ability to create collision, lol. When I saw the export tools for the CK, I was under the impression it was a tool for taking an objects model (or group of models?) in the CK, and exporting them to a non-nif for editing. I didn't think it had the ability to import though? We have had the ability to deal with NIF's already, so I am curious if there are any advantages to the CK exporter? At the moment it sound slike its not very functional anyway? Link to comment Share on other sites More sharing options...
TrickyVein Posted April 29, 2016 Share Posted April 29, 2016 (edited) That's right, it's only for exporting to the .nif format. You'll still need niftools to be able to import .nifs. The other tool within with CK exports selected objects to .fbx, which is another way to grab model data, but only geometry and none of the functionality of .nifs. You may as well extract a .nif from meshes.ba2. Edited April 29, 2016 by TrickyVein Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 29, 2016 Author Share Posted April 29, 2016 That's right, it's only for exporting to the .nif format. You'll still need niftools to be able to import .nifs. The other tool within with CK exports selected objects to .fbx, which is another way to grab model data, but only geometry and none of the functionality of .nifs. You may as well extract a .nif from meshes.ba2. Thats what I thought, so I was confused why people are mentioning it in regards to collision creation. Though, custom collision is listed as something they intend to add, which is very good news.. Link to comment Share on other sites More sharing options...
VIitS Posted April 30, 2016 Share Posted April 30, 2016 That's right, it's only for exporting to the .nif format. You'll still need niftools to be able to import .nifs. The other tool within with CK exports selected objects to .fbx, which is another way to grab model data, but only geometry and none of the functionality of .nifs. You may as well extract a .nif from meshes.ba2. Thats what I thought, so I was confused why people are mentioning it in regards to collision creation. Though, custom collision is listed as something they intend to add, which is very good news.. A lot of people seemed to think the CK would let you would let you fly unicorns and s#*! rainbows, so I don't put much stock in what they say. It is great that they plan to make it possible to edit, though I'll be surprised if we get it before the second big dlc they mentioned (but haven't named). Where is that listed as something they plan to add? I'd like to see that list, so I know what it can't do right now :laugh:. Link to comment Share on other sites More sharing options...
TrickyVein Posted April 30, 2016 Share Posted April 30, 2016 If you're participating in the Fo4CK beta then you can view information about bugs, changelogs and plans for future versions and the like. It's recently been opened up, so it would be great to have more knowledgeable people draw attention to the worst issues before Bethesda stops paying attention. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 2, 2016 Author Share Posted May 2, 2016 DarthWayne posted it on page 1 of this thread, and I quoted their exact line about collision as well. :) Link to comment Share on other sites More sharing options...
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