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Modding Skyrim with TESSnip and Nifskope


jaysus

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Yeah, I too am stuck at the adding nif model path for armor - trying to add a new helmet. There are 4 MODL variables, each with random looking string and hex subrecord data. Is there a way of converting a file path into that type of data? Surely some people can do it, but I can't find the info anywhere. Thanks
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  • 2 weeks later...
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requirements:

throttlekitties modified nif.xml, get it here: http://dl.dropbox.co...ifTools/nif.xml

and put it into your nifskope installation directory

 

I copied all content from site from line

<niftoolsxml version="0.7.0.0">

to line

</niftoolsxml>

and saved it as nif.xml

When i run nifskope:

http://up.oblivionlost.pl/images/96320286404257258269.png

 

Also, now when im trying to load an .nif in nifskope, i get this:

 

http://up.oblivionlost.pl/images/48394178868426315963.png

Edited by zdzichorowerzysta
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I need help porting an oblivion model to skyrim. Whenever I open a skyrim model in nifskope it gives me a huge string of errors, when i replace the skyrim mesh with the one from oblivion there is no new BSLightingShaderProperty block created at the bottom of the block list, and when I try to use the model in skyrim the model appears as a giant, red exclamation point. Edited by enccarlson
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  On 1/15/2012 at 5:30 AM, enccarlson said:

I need help porting an oblivion model to skyrim. Whenever I open a skyrim model in nifskope it gives me a huge string of errors, when i replace the skyrim mesh with the one from oblivion there is no new BSLightingShaderProperty block created at the bottom of the block list, and when I try to use the model in skyrim the model appears as a giant, red exclamation point.

I'm probably the worst person to answer this, but I've been trying similar things, so I can offer some advice, noob to noob. This method will lose the rigging, however, so if you're trying to do armor or similar, you'll have to do a final step in Blender or 3ds. I made a quick attempt at getting Skyrim models into Blender without success (apparently you need an older version, and the required niftools may not be ready yet, anyway). I'm using nifskope-1.1.0-rc5.

 

 

  Reveal hidden contents

 

 

EDIT: I forgot 2 things.

Each NiTriShapeData node needs to have "Has Vertex Colors" set to yes. You can check in Block Details.

Not positive, but I think that every NiTriStrips/Shape has to have an attached child BSDismemberSkinInstance node. The Partitions->Body Type listed in Block Details needs to match the body part. HOpefully this will be set correctly if you import the obj over the NiTriStrips node.

 

Hope this helps.

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  • 3 weeks later...

this was a MAJOR HELP. I was able to get custom blender weapons into skyrim thanks to you :D

 

the problem I'm having is the blood and the scabbard.

 

on my two handed sword that has no scabbard, it's ALWAYS covered in blood... did I do something wrong?

 

when I made it in blender I created a duplicate of the blade as a "blood sock" I created two one for each blood effect...

 

 

also for my one handed sword when I did the scabbard the scabbard moves with the sword :( it doesn't stay on my hip, so when I draw the scabbard comes with it...

 

help please :(

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I have a strange bug with esp. I tested the armor which I made with replacing existing one and it worked perfectly. But when I make esp and worn it, the armor is invisible. But I can see the armor preview in my inventory and it's correct.
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I am currently working on a mod which adds a new worldspace including a new city and a player owned castle.

I wanted to import the city houses, city wall and the castle stuff from Oblivion to Skyrim.

 

Sadly, after reading this thread, I realized that this wont be as easy as I thought.

 

There are tons of meshes to import. Doing it like the tutorial that would be years of work.

Does anybody know if there's another solution which is quicker to handle or does anybody work on a kind of porting tool or anything else?

 

If there wont be anymore quicker and more user-friendly ways to do the porting job in the future, my mod sadly has to be canceled.

Edited by ToyBoy
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