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Has anyone used the Bethesda 'BGS Fallout 4 NIF Export Plugin' 3DS Max 2013?


ShenmueScrolls

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Has anyone used the Bethesda 'BGS Fallout 4 NIF Export Plugin Toolset' that comes with the Creation Kit?

Apparently it only works with 3DS Max 2013 and I'd rather not have to download and install yet again another version of Max. But If its worth it I will .

 

Is it Better than the current updated version of Max Nif Tools ?

 

Combined with the 'Creation Kit Web Material Editor' does it finally get rid of the need for Nifskope or at the very least get rid of the need to copy and paste BSLightingShaderProperties Branhces?

 

And can the creator of NIf Tools update either of the plugins to work with 3D Max 2015? (and whatever else version)

The Readme

**********REQUIREMENTS********** 
1. The BGS Fallout 4 NIF Export Plugin Toolset only supports 3ds Max 2013 x64.
2. To use this installer, 3ds Max 2013 x64 must be installed in the primary drive's "Program Files" directory, or the plugins will not be copied properly.
**********REQUIREMENTS**********

Installation Steps:
1. Close 3dsMax 2013 if it's open (the installer detects this).
2. Double click "BGS_Fallout4Exporter_1.2.52.0.exe" in this folder.
3. You may need to restart your computer due to an environment variable change.

Additional Setup:
1. Load 3ds Max 2013. If there are any errors regarding MaxPlugin.dle, or any of the other BGS plugins, the installation was not successful. 
	-Make sure you are following the requirements listed above.
2. Select the 'Customize' -> 'Configure User Paths' menu options.
	-Under 'External Files' tab, you need to add the new directory "C:\Program Files\Autodesk\3ds Max 2013\plugins\BGS\Shaders\", or equivalent.
3. Configuring texture remapping -- This allows multiple users to share source/dds files, regardless of the file locations.
	-Open the material editor.
	-Create a BSLightingFX material (select the 'Standard' button and choose it from the material type list).
	-Select the 'Settings' button (will likely be in the center of the UI).
	-Select the 'Data:' button. Navigate to a directory named "Data" you want to use for DDS textures. 
		-NOTE: This directory must have a folder named "Textures" immediately below it. (i.e. "Data\Textures\Clutter\ClutterTexture.dds")
	-Select the 'Source:' button. Navigate to a root directory you want to use to store TGA source files.
		-NOTE: This directory must have a folder named "TGATextures" immediately below it. (i.e. "C:\Source\TGATextures\Clutter\ClutterTexture.tga")
		
Exporting:
1. Select a single scene object, then select File -> Export -> Export Selected to open the export dialog.
	-Only one export root is fully supported at the moment. If you need to export multiple geometries together, create a dummy parent and export that.
2. The "PE Static Art", "PE Skinned Geometry", and "PE Anim" are the most commonly used export scripts.
	-On export, the script name is added to each NIF's header. When creating new NIFs, it may be useful to view a similar existing NIF's header so you can use the same export script.
3. Export scripts are ordered lists of processing plugins with custom processing options. 
	-It is recommended not to modify these scripts, as there are unspecified order requirements for various processes. 
	-If necessary, the scripts can be modified in the export dialog, or in their text files.
		
Important Notes:
1. There is a LOT of deprecated functionality in the toolset. We don't use most of the gamebryo-specific scripts/plugins anymore, so it is recommended not to use them as they have no function.
2. Due to 3dsMax performance issues, workflow for larger assets or kits preferred use of the 'BSBlinn' material type as opposed to the typical BSLightingFX material.
	-This references either a scene BSLightingFX material or a BGSM (preferred), and will export normally when applied.
3. 3dsMax 2013 does not support DX11 texture formats, so we preferred texture mapping of source TGA. 
	-This path is saved as *.dds so it is important to keep an identical hierarchy between source/dds directories.
4. Fallout 4 now supports the use of BGSM/BGEM files. These are JSON representations of shader/material data. 
	-After nailing down UVs, it is preferred to edit materials using our Material Browser webpage (colored bubbles button in the Creation Kit toolbar).
		-Our custom 3dsMax lighting shaders have visual issues compared to using the Material Browser to edit materials in realtime in the Creation Kit.
	-Any BGSM/BGEM changes can be refreshed in 3dsMax using the material file buttons at the top of our scripted material UIs.
	-Our custom BGSM files also hook into perforce, if you prefer to use it.
		-Select the 'Settings' button, then type in the name of your P4 workspace in the "Workspace" text field.
Edited by ShenmueScrolls
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And can the creator of NIf Tools update either of the plugins to work with 3D Max 2015? (and whatever else version)

 

There is an updated fork of the niftools plugins that works on max 2015/2016: https://github.com/figment/max_nif_plugin/releases/tag/3.8.0

 

I am asking what the differences are

Clearly the Bethesda Nif export HAS to be better than the Unoffical NifTools Plugin for 2015 which I have.

 

Can the Unoffical Plugin be updated to incorperate whatever the Offical plugin does?

or

Can the Offical Plugin be updated to work with 2015?

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BGS Fallout 4 NIF Export Plugin is more complicated than niftools plugin SO i cant export normally with that and waiting for MORE info/guide how to use it....

it have many presets to try and it promises to export skeleton, anims, extradata and etec so i hope that POST opening every exported nif in outfit studio(bodyslider side-program) will be unneeded....

 

for now im still testing it...... and its not working at all....

and NO it willnt be updated to 2015max version.... niftools are anyway needed to IMPORT to MAX.

Edited by Nitotheblack
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  • 1 month later...

I found out only after purchasing the full standalone license to Max 2015 that had I gone with the annual subscription, not only would I have over-paid for the software (~$1750 a year ad infinitum vs $4000 and it's mine forever) but I would have also had access to all previous versions (or at least back to 2007 or 2009, I think).

 

That would have influenced my decision greatly.

 

Then again, it would not have killed Bethesda to keep their damn tools updated. Then again, it would not have killed Autodesk to not change every damn thing about their program every year, so that previous version plugins did actually work in later versions.

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  • 2 weeks later...

It seems Autodesk has ceased offering to students versions of 3DS Max which are lower than 3DS Max 2014. So I guess I'm just screwed if I want to use the official tool which should, as others have suggested, be superior to third-party tools. :/

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The official exporter has the ability to create and export brand new collision objects when used in conjunction with Elric.exe which is also included with the CK. Thats the biggest advantage to it really. That, and it can assign BSLighting properties and such as well.

Personally, I still use both. I use the official tools for collision creation, and the Niftools version for the mesh itself. This has just been personal preference to my work flow at the moment. I don't see why I couldn't fully swap to the official plugin. You will still, and always will, need Nifskope. Simple as that.

As for the niftools creator editing the official plugin... I don't think that is allowed, nor do I have any idea how feasible that even is, so I wouldnt hold your breathe. I am sure he will continue to update the niftools exporter though, since lots of people lack the 64 bit 3ds MAX 2013 and cant even use the official exporter.

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  • 3 years later...

Then again, it would not have killed Bethesda to keep their damn tools updated. Then again, it would not have killed Autodesk to not change every damn thing about their program every year, so that previous version plugins did actually work in later versions.

 

 

 

 

Unlike Photoshop, 3ds Max plugins are only compatible for the specific version they were built for. Building a plugin for a different version of 3ds Max requires the 3ds Max SDK for that version. The only (legal) way to get said SDK, is purchasing that version of 3ds Max.

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