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Help making a new armor


SirSquidly

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OK, I have tried this once already, and it all lead nowhere, so, may someone be kind enough to explain how to make a new armor to me, like i'm your grandmother trying to use email?

 

All I want to do is get a normal armor from the game, put some bones onto it, then get it back into the game. Can someone help me here?

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Alright I'm going to assume you have your mesh set up in blender as well as your armor with its armature/skeleton imported as well. It important that you import whatever nif has your skeleton in it LAST. In this example I'm going to use the scribe robes as the armor base and the femur from one of the random skeleton clutter objects as the bone to add to the armor.

 

The first thing you need to do is hold shift and right click first on the mesh (the femur) and then the armature/skeleton (named Scene Root). IN THAT ORDER.

 

http://image.prntscr.com/image/6bd05f5fe83e43c58da0e2f3e9a94e18.jpg

 

Click the Object button, Parent submenu, and the make parent button. In the following popups make the armature the parent and name groups.

 

http://image.prntscr.com/image/5b2f00a14aff4829afe4620214763ba7.jpg

 

Your mesh (the femur) is now parented to the skeleton. Switch over to edit mode.

 

http://image.prntscr.com/image/ccab06d7d0d44f04a5d989d0431817e0.jpg

 

Now you need to assign the vertices of the mesh to a specific bone of the skeleton/armature so they will move with it. In this case lets have the entire mesh move with the upper body. Under the vertex group group select the bone Bip01 Spine2. Press A to select/deselect all vertices and then select the vertices you want to assign to this bone, in this case all of them. Then press the assign button.

 

http://image.prntscr.com/image/e3b7d2b7921a4b5db29bb564c7a91b06.jpg

 

Now the vertices in the mesh are assigned to move with the upper body, so you are free to move them into a more appropriate position. Maybe rotate them or something. I don't know why'd you even want bones on a scribe robe.

 

http://image.prntscr.com/image/02f7913aee004c1a8e39e490f1d8bb12.jpg

 

So the mesh is more less set and scaled and set up as good as I care to make it so we are going to export it. Click the file menu, the export button, and finally thenetemmerse/gamebyro (nif, kf, kfm) button.

 

http://image.prntscr.com/image/3211d50e4c6048418be29fc0fd11e4e5.jpg

 

Choose where you want the file exported to. Then on the file export screen select the game you are exporting it for, in this case fallout 3. Press the Restore default setting for selected game button. Since we are exporting a an armor under Collision options click the Creature button and shader options click Cloth. I've also heard you are supposed to have Shadow Frustum selected. I haven't noted that selecting it causes issues.

 

http://image.prntscr.com/image/afc0e8550561410f8549f6aca99e5b81.jpg

 

After that you might need some minor cleanup in the nifskope. Which boils down to taking the part you editted in blender and pasting it onto a "fresh" nif that wasn't exported from blender. With that done it should work in game.

 

http://image.prntscr.com/image/eda2c18faab342bf80e513492d19c04f.jpg

 

This doesn't go too heavily into textures or getting the armor to work in VATs since that is something that is still alien to me.

Edited by clanky4
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SirSquidly, I used this tutorial when I was in your position, and just used trial and error in blender until I got a working armour, it took less time than expected too.

 

Also, clanky4, could you possibly tell me how to make textures show up on the meshes in Blender like you have in some of those screenshots? It would be of great use to me in the future. Cheers.

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Sure thing. You just need them present in their proper location in the game files. So for example the femur bone I was using would require the file humanskeleton01.dds to be present in textures\clutter folder.

 

So you would just use a BSA browser to extract the appropriate texture file to its proper place in the game files.

 

Its a bit annoying to set up but it is helpful to able to see the actual texture in blender.

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