duude98 Posted June 29, 2016 Share Posted June 29, 2016 I have been working with some static models recently, and I came across this tutorial on getting them from 3ds max to in game (someone in the comments of that had the same problem I do but disabling my antivirus did not fix the problem). Everything goes fine until I get to the part where I use nifconvert to fix the file. The download link in the actual tutorial in down, but through doing some google searching I came across several different versions of the program, all of which crash immediately when I try to use them. I am using nifutilssuite versions (beta 1.2.2.978) and (beta 1.0.5.677) and nifconvert version(0.1.54.0569). Furthermore, I can't find a version of either of these programs that are current. I notice that some versions of this program ask for the havok sdk, which is no longer on their website. What is the correct method nowadays to make a new static nif and what might I be doing wrong? Link to comment Share on other sites More sharing options...
Di0nysys Posted June 29, 2016 Share Posted June 29, 2016 (edited) Export the model out of 3Dmax 2015, then it's just a matter of making collision and applying the proper texture paths. The exporter outputs the nifs correctly. When i tried to work with statics, no one would tell me how to do it. Collision is by far the most annoying aspect of modding imo. There's two ways to doing this. You could either generate it in Nifskope, then by copying the generated bhkConvexVerticesShape into a vanilla bhkRigidBody, then migrating your trishapes into that vanilla nif, you can get a functional nif with collision. After doing so, make sure to set the materials correctly in the bhkConvexVerticesShape (MAT_STONE for example), and that all the NiTrishapes have different names (same names crash CK/game). The other way is using Chunkmerge. The jist is you gotta create a low poly version of ur model in 3dmax, then export that. Then place A- Low poly version and B- Regular model and C- A vanilla static as template in the same folder. Then activate the program, point it at the models, then hit generate and it'll create a collision based on the low poly model u fed it. Then again, you'll have to migrate the generated collision + original nitrishapes into a vanilla model, set correct materials/ different nitrishape names. Edit: Hit me up if u can't find Chunkmerge. Edited June 29, 2016 by Di0nysys Link to comment Share on other sites More sharing options...
duude98 Posted June 29, 2016 Author Share Posted June 29, 2016 I am currently using max 2016 actually, so the exporter for that one should work the same right? When I load the nif in the CK it is an error box. My exporter option wise looks just like the screenshot in that tutorial. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 30, 2016 Share Posted June 30, 2016 Can't tell what's wrong unless u post the nif :/ Link to comment Share on other sites More sharing options...
duude98 Posted June 30, 2016 Author Share Posted June 30, 2016 Ah yes of course, thank you. Here is the file. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 30, 2016 Share Posted June 30, 2016 Nif is in the Fallout 4 BsTrishape format. I'll export it and make the collision for it. Hang on. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 30, 2016 Share Posted June 30, 2016 Are you trying to port a Fallout 4 nif into Skyrim by any chance? Link to comment Share on other sites More sharing options...
duude98 Posted June 30, 2016 Author Share Posted June 30, 2016 (edited) No, but thank you for pointing that out though. I was working on a separate nif for fallout 4 before working on this one for Skyrim, and I completely forgot that I changed the current game. That is an original nif, just to be clear. Now that I changed the game back to Skyrim nifconvert works fine and it shows up in the CK. Thanks! Edited June 30, 2016 by duude98 Link to comment Share on other sites More sharing options...
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