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Any hope for Blender-based modders?


kkim1975

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Hello fellow modders,

 

So, the short version of my question is just what the topic says: Will it be possible for Blender-based modders to create custom stuff (armors, clothes, etc) or even a new playable character?

 

Of course, I am not saying "just Blender", but with roughly the same set of tools (nifskope and such) I used to create Skyrim mods. I see several tutorials for creating FO4 mods but most of them require high-end tools such as Lightwave, Maya, and 3DS Max. For now, I have neither the budget nor time to invest in yet another technology.

 

On a related note, I am aware that the CK Beta has been out for some time now. But my research on what exactly CK is capable of has led to nowhere. Can someone confirm or deny if CK is (or will be) designed to enable modders to create the kind of mods I mentioned above without having to rely on a particular 3rd party tool(s)? Maybe such information is not made known yet, which is fine, but I thought I'd just bounce my question off to the active community and hopefully come to an well informed decision as to how to get started with modding FO4 in the near future.

 

Cheers & many thanks!

 

 

 

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1) Yes, it is very possible to create armor mods using Blender. Check out this tutorial for the how-to guide for getting your models into and out of the new FO4 nif files: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_1

 

2) The CK beta might as well be the full release, as far as functionality goes. It's almost exactly like the CK for skyrim, except better in a lot of places. And it doesn't crash every 10 minutes, which is a huge plus. And, as far as the CK is concerned, it doesn't care where your model came from, as long as the nif is correct.

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1) Yes, it is very possible to create armor mods using Blender. Check out this tutorial for the how-to guide for getting your models into and out of the new FO4 nif files: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_1

 

2) The CK beta might as well be the full release, as far as functionality goes. It's almost exactly like the CK for skyrim, except better in a lot of places. And it doesn't crash every 10 minutes, which is a huge plus. And, as far as the CK is concerned, it doesn't care where your model came from, as long as the nif is correct.

 

@steelfeathers,

 

I do not know how I was not able to search and find that tesnexus wiki tutorial for FO4! I relied heavily on the older versions of tesnexus wiki tutorials for years. Thanks a lot for the link.

As for your comment on the CK, it sounds like it is still your job to rig and skin the mesh (whether it is a custom armor or a character), and CK can only help you incorporate that ready-asset into the game. Did I understand that correctly?

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1) Yes, it is very possible to create armor mods using Blender. Check out this tutorial for the how-to guide for getting your models into and out of the new FO4 nif files: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_1

 

2) The CK beta might as well be the full release, as far as functionality goes. It's almost exactly like the CK for skyrim, except better in a lot of places. And it doesn't crash every 10 minutes, which is a huge plus. And, as far as the CK is concerned, it doesn't care where your model came from, as long as the nif is correct.

 

@steelfeathers,

 

I do not know how I was not able to search and find that tesnexus wiki tutorial for FO4! I relied heavily on the older versions of tesnexus wiki tutorials for years. Thanks a lot for the link.

As for your comment on the CK, it sounds like it is still your job to rig and skin the mesh (whether it is a custom armor or a character), and CK can only help you incorporate that ready-asset into the game. Did I understand that correctly?

 

 

Yes.

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