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Skybroom

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Listen, I can't edit MaxNifTools.ini. Not allowed to save changes. Sorry, I can.

 

BTW I am using MO. May it cause those issues with textures? Though... I've told I seem to have been trying every variant possible, droping meshes and textures folders into Skyrim Data as well. This is the way I work with CK.

 

.....................

Here is the message

http://imgdepo.com/id/i9681257.jpg

 

here is my MaxNifTools.ini

;

; Niftools Max tools configuration file
;
[system]
; Max SDK Plugin Version (0 - AutoSelect; 0x17700d00 - Max6, 0x1f401100 - Max8) Default: 0
MaxSDKVersion=0
; ShortDescription used in the
ShortDescription=Netimmerse/Gamebryo
; KnownApplications - Used to indicate which sections in the ini file point
; to "Applications" which have their own settings in a section below.
KnownApplications=Skyrim;Oblivion;Morrowind;Civilization 4;Fallout 3;Fallout NV;Dark Age of Camelot;Freedom Force;Freedom Force vs. the 3rd Reich;Star Trek: Bridge Commander;Loki;Imagine;Emerge;Pro Cycling Manager;User
; Reparse the Applications (and therefore Texture directory cache) on every import/export
Reparse=0
; Website - Primary website
Website=http://niftools.sourceforge.net
; Wiki - Documentation website
Wiki=http://niftools.sourceforge.net/wiki/index.php/3ds_Max
; Force Plugcfg directory (Default=1) dont use the "recommended directory by max"
ForcePlugcfg=1
; Additional settings
NifskopeDir=[HKEY_CLASSES_ROOT\NetImmerseFile\shell\open\command]=@""
AltNifskopeDir=[HKEY_CURRENT_USER\SOFTWARE\Classes\Applications\NifSkope.exe\shell\open\command]=@""

[MaxNifExport]
; Enable/Disable Exporter Class in max. Default: 1
Enable=1
; Current Application to get setting/directory information from. Should match KnownApps above or Auto.
; Auto will check the import file against the known root paths use that app if a directory match is found.
CurrentApp=Auto
; Last Selected Application to get setting/directory information from. Should match KnownApps above or Auto.
; If CurrentApp is Auto, this setting will be used if nothing was found
LastSelectedApp=
; Creator of this nif. Default is blank. (Only valid for Bethesda based games).
Creator=
; Use Registry Default:0 (Prior to v1.6 Exporter settings were saved in the registry)
UseRegistry=0
; Whether to Generate TriStrips or TriShapes. Default:1
GenerateStrips=0
; Whether to Generate TriStrips or TriShapes for SkinPartitions. Default:1
GeneratePartitionStrips=1
; Use Furnature Markers if present. Default:1
FurnatureMarkers=1
; Use Lights if present. Default:0
Lights=0
; Include Hidden Nodes if present. Default:0
IncludeHidden=1
; Export Collision meshes if present. Default:0
ExportCollision=0
; Export Vertext Colors. Default:1
VertexColors=0
; Remap Indices. Default:0
RemapIndices=0
; Texture Prefix if texture not found in AppSettings directory. Default:textures
TexturePrefix=textures
; Add Export additional NiNodes for Meshes. Default: 0
ExportExtraNodes=0
; Export Skin Modifier when attached to bones. Default: 1
ExportSkin=1
; Export UserPropBuffer. Default: 0
UserPropBuffer=0
; Flatten Node Hierarchy. Default: 0
FlattenHierarchy=1
; Remove Unreferenced Bones. Default: 0
RemoveUnreferencedBones=1
; Sort Nodes To End of Child Lists. Default: 0
SortNodesToEnd=1
; Only Export a Skeleton. Default: 0
SkeletonOnly=0
; Export Cameras. Default: 0
Cameras=0
; Generate Bone Collision when exporting (Experimental) Default: 0
GenerateBoneCollision=0
; Export Transform Animation on
ExportTransforms=1
; Export Type: Default: 0
; NIF_WO_ANIM = 0
; NIF_WO_KF = 1
; SINGLE_KF_WITH_NIF = 2
; SINGLE_KF_WO_NIF = 3
; MULTI_KF_WITH_NIF = 4
; MULTI_KF_WO_NIF = 5
; NIF_WITH_MGR = 6
ExportType=0
; Export with Multiple Paritions per Skin. Default: 1
MultiplePartitions=1
; Number of Bones to export per Vertex. Default: 4
BonesPerVertex=4
; Number of Bones per Partition. Default: 18
BonesPerPartition=18
; Use Time Tags when exporting animation instead of Note Tags. Default: 0
UseTimeTags=0
; Allow Accumulation when exporting
AllowAccum=0
; Reset Transforms to fix scaling issues. Default: 1
CollapseTransforms=1
; Apply Object Transforms to Vertices. Default: 0
ZeroTransforms=1
; Add Tangent and Binormal Extra Data block. Default: 0
TangentAndBinormalExtraData=1
FixNormals=0
; TriStrip routine to use. (0=NVidia, 1=tri_stripper) Default:0
UseAlternateStripper=0
; Tangent and Binormal Algorithm. (0=Nifskope, 1=Obsidian) Default:0
TangentAndBinormalMethod=0
; Start Nifskope after Export. Default:0
StartNifskopeAfterStart=0
; Weld Vertex Threshold. Default: 0.01
WeldVertexThresh=0.01
; Weld Normals Threshold. Default: 0.01
WeldNormThresh=0.01
; Weld UVW Threshold. Default: 0.01
WeldUVWThresh=0.01
RootType=NiNode
; When creating dummy bones show as lines. Default: 1
DummyBonesAsLines=1


[MaxNifImport]
; Enable/Disable Importer Class in max. Default: 1
Enable=1
; Current Application to get setting/directory information from. Should match KnownApps above or Auto.
; Auto will check the import file against the known root paths use that app if a directory match is found.
CurrentApp=Skyrim
; Last Selected Application to get setting/directory information from. Should match KnownApps above or Auto.
; If CurrentApp is Auto, this setting will be used if nothing was found
LastSelectedApp=Skyrim
; Wildcard to use on all NiNodes to test whether a biped may be used. Default: Bip*
SkeletonCheck=Bip*
; Use Bones or Biped. Biped is broken right now so use bones or nothing. Default: 0
UseBiped=0
; Flip the V coordinate. Default: 1
FlipUVTextures=1
; Show Textures in the Viewport. Default: 1
ShowTextures=1
; Enable AutoSmooth on meshes. Default: 1
EnableAutoSmooth=0
; AutoSmooth angle. Default: 30
AutoSmoothAngle=30.0
; Remove Double/Illegal faces on meshes on import. Default:1
RemoveDegenerateFaces=1
RemoveIllegalFaces=1
; EnableSkinSupport attempt to skin the mesh if bones are available. Default:1
EnableSkinSupport=1
; Enable Havok Collision Support. Default:0
EnableCollision=1
; Vertex Color Support mode. (0-Disable; 1-Bake into mesh; 2-Use VertexPaint Modifier) Default:1
VertexColorMode=1
; Merge NonAccum transforms into base node. Default: 1
MergeNonAccum=1
; Import Lights. Default: 0
Lights=0
; Import Cameras. Default: 1
Cameras=0
; Use Niftools Shader for Materials if available. Default:1
UseNiftoolsShader=1
; Import User Properties. Default: 1
ImportUPB=1
; Ignore Root Node. Default: 1
IgnoreRootNode=1
; Weld Vertex Enabled. Default: 0
WeldVertices=0
; Weld Vertex Threshold. Default: 0.01
WeldVertexThresh=0
; Weld Normals Threshold. Default: 0.01
WeldNormThresh=0.01
; Weld UVW Threshold. Default: 0.01
WeldUVWThresh=0.01
; Show Dummy Bones as Lines rather than defaults
DummyBonesAsLines=0
; Import Bones as Dummy Objects instead of as bones
ImportBonesAsDummy=0
; Disable BSDismemberSkinModifier. Default: 0
DisableBSDismemberSkinModifier=0


[NifFurniture]
; Enable/Disable Exporter Class in max. Default: 1
Enable=1

[NifProps]
; Enable/Disable Property Utilities Class in max. Default: 1
Enable=1

[bipedImport]
; Top level bone import setting. Default:1
ImportBones=1
; Biped Height. Default: 131.90
BipedHeight=131.90
; Biped initial rotation. Default: 90.0
BipedAngle=90.0
; Biped Ankle Attach. Default: 0.2
BipedAnkleAttach=0.2
; Use Triangle Pelvis. Default: 0
BipedTrianglePelvis=0
; Remove unused bones from the biped on import of a mesh. Default: 0
RemoveUnusedImportedBones=0
; Minimum Bone Width / Maximum Bone Width / Ratio of Width to Length
MinBoneWidth=0.001
MaxBoneWidth=5
BoneWidthToLengthRatio=0.25
; Force nub to point back to parent at expense of loss of rotation data. Default: 1
ForceRotation=0
; DefaultName for Skeletons (use if in same directory as imported nif)
DefaultSkeletonName=skeleton.nif

; Create Dummy nodes for bones that appear to be helper objects. Default: 0
CreateNubsForBones=1
; Dummy nodes wildcard matching. (Hide these when not created as Dummy) Default: Bip??;Bip* NonAccum
DummyNodeMatches=Bip??;* NonAccum
; Make Billboard nodes to Dummy nodes rather than bones. Default: 1
ConvertBillboardsToDummyNodes=1
; Add Bones not controlled by a controller as dummy. Default: 0
UncontrolledDummies=0

[AnimationImport]
; Enable Animation Import. Default: 1
EnableAnimations=1
; Require Multiple Keys to be present to before importing animation. (Kludge to workaround DAoC issues.) Default: 1
RequireMultipleKeys=1
; Replace TCB Rotation with Bezier (workaround for unexpected behavior with TCB rotations)
ReplaceTCBRotationWithBezier=1
; Apply the overall transform to skin and bones. Default: 1
ApplyOverallTransformToSkinAndBones=1
; Clear Animation on Import. Default: 1
ClearAnimation=1
AddNoteTracks=1
AddTimeTags=1

[KfExport]
Priority=0
BonesPerPartition=18

[Collision]
; Scale Factor when blowing up bhk Shapes
bhkScaleFactor=6.9969

[shader]


; [Applications]
; NiVersion - Version of Nif use by game
; NiUserVersion - User Version of Nif used by game
; RootPaths - Semicolon separated list of base directories to use when determining which app the imported file is from
;
; TextureRootPaths - Semicolon separated list of base directories to look for texturefiles
; TextureExtensions - Extensions to scan for when using TextureSearchPaths
; TextureSeachPaths - Semicolon separated list of directories to look recursively for files in
;
; UseSkeleton - Whether to use skeleton. Default: 0
; Skeleton - Default Skeleton to use when importing oblivion meshes
; TextureUseFullPath - Whether to use fully qualified names when exporting. Default: 0
; SupportPrnStrings - Whether this application supports Prn Extra Strings as a substitute mechanism for bones parenting
; Rotate90Degrees - Semicolon separated list of nodes that need to be rotated 90 degrees in Y Axis when importing through Prn lists
; DoNotReuseExistingBones - Whether existing bones can be reused when attaching skeletons. Default: 0

[Oblivion]
NiVersion=20.0.0.5
NiUserVersion=11
NiUserVersion2=11
; Installation Folder
InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Oblivion]=@"Installed Path"
RootPath=${InstallPath}Data

;ExtractFolder=E:\Nifs\Oblivion ; This is the folder where you extracted the BSA contents for the Oblvion models
ExtractFolder=$(RootPath)
MeshRootPath=${ExtractFolder}
TextureRootPath=${ExtractFolder}
;Removed below and changed above since no bsa browsing code anyways.
;IslesMeshRootPath=${ExtractFolder}\DLCShiveringIsles - Meshes
;IslesTextureRootPath=${ExtractFolder}\DLCShiveringIsles - Textures
UseSkeleton=1
Skeleton=${MeshRootPath}\Meshes\characters\_male\skeleton.nif
RootPaths=${RootPath};${MeshRootPath};${TextureRootPath}
TextureRootPaths=${RootPath};${TextureRootPath}
TextureExtensions=.dds;
TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Characters;${TextureRootPath}\Armor
SupportPrnStrings=1
Rotate90Degrees=Bip?? Head

[Morrowind]
NiVersion=4.0.0.2
NiUserVersion=0
InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Morrowind]=@"Installed Path"
RootPath=${InstallPath}\Data Files
ExtractFolder=
RootPaths=${RootPath};${MeshRootPath};${ExtractFolder}
TextureRootPaths=${RootPath}\Textures;${TextureRootPath}\Textures;${ExtractFolder}\Textures
TextureExtensions=.tga;
TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Textures
GoToSkeletonBindPosition=1
SupportPrnStrings=1
Rotate90Degrees=Bip?? Head

[Civilization 4]
NiVersion=20.0.0.4
NiUserVersion=0
InstallPath=[HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4]=@"INSTALLDIR"
RootPath=
ExtractFolder=C:\Projects\Main\Civilization4\assets
RootPaths=${ExtractFolder};${InstallPath}\Assets;${InstallPath}\Mods;%USERPROFILE%\My Documents\My Games\Civilization 4\CustomAssets;%USERPROFILE%\My Documents\My Games\Civilization 4\Mods
TextureRootPaths=$(ExtractFolder)\art\shared\
TextureExtensions=.dds;.bmp
TextureSearchPaths=
DummyNodeMatches=MD;Bip;Bip??;* NonAccum;Effect*;Sound*;Dummy*
TextureUseFullPath=1

[Dark Age of Camelot]
NiVersion=10.1.0.0
NiUserVersion=0
Isles_InstallPath=[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Dark Age of Camelot - Shrouded Isles_is1]=@"InstallLocation"
ExtractFolder=
RootPaths=${Isles_InstallPath};${MeshRootPath};${ExtractFolder}
TextureRootPaths=${TextureRootPath};
TextureExtensions=.dds;.bmp;.tga
TextureSearchPaths=

[Freedom Force]
NiVersion=4.0.0.2
NiUserVersion=0
InstallPath=
RootPath=
ExtractFolder=
RootPaths=${RootPath};${MeshRootPath};${ExtractFolder}
TextureRootPaths=${RootPath};${TextureRootPath};${ExtractFolder}
TextureExtensions=.dds;.bmp;.tga
TextureSearchPaths=
GoToSkeletonBindPosition=0

[Freedom Force vs. the 3rd Reich]
NiVersion=10.1.0.0
NiUserVersion=0
InstallPath=
RootPath=
ExtractFolder=
RootPaths=${RootPath};${MeshRootPath};${ExtractFolder}
TextureRootPaths=${RootPath};${TextureRootPath};${ExtractFolder}
TextureExtensions=.tga
TextureSearchPaths=
GoToSkeletonBindPosition=0

[star Trek: Bridge Commander]
NiVersion=3.1
NiUserVersion=0
InstallPath=
RootPath=
ExtractFolder=
RootPaths=${RootPath};${MeshRootPath};${ExtractFolder}
TextureRootPaths=${RootPath};${TextureRootPath};${ExtractFolder}
TextureExtensions=.tga
TextureSearchPaths=${RootPath}
DoNotReuseExistingBones=1
TextureUseFullPath=-1

[Loki]
NiVersion=10.2.0.0
NiUserVersion=0
InstallPath=[HKLM\SOFTWARE\Cyanide\Loki]=@"GameDir"
DemoPath=[HKLM\SOFTWARE\Cyanide\Loki - Demo]=@"GameDir"
RootPaths=${InstallPath};${DemoPath};${MeshRootPath}
TextureRootPaths=${InstallPath}\Data;${DemoPath}\Data;${TextureRootPath}
TextureExtensions=.tga;.dds
TextureSearchPaths=${TextureRootPaths}
TextureUseFullPath=-1


[imagine]
NiVersion=20.3.0.6
NiUserVersion=0
InstallPath=[HKLM\SOFTWARE\MEGAMITENSEI IMAGINE]
RootPath=${InstallPath}
RootPaths=${InstallPath}
TextureRootPaths=${InstallPath}
TextureExtensions=.tga;.dds
TextureSearchPaths=${InstallPath}
TextureUseFullPath=-1

[Emerge]
NiVersion=20.3.0.6
NiUserVersion=0
InstallPath=[HKLM\SOFTWARE\Emergent\Emerge]=@"Path"
RootPath=${InstallPath}
RootPaths=${InstallPath}
TextureRootPaths=${InstallPath}
TextureExtensions=.tga;.dds
TextureSearchPaths=${InstallPath}
TextureUseFullPath=-1

[Pro Cycling Manager]
NiVersion=10.2.0.0
NiUserVersion=0
PCM2005InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager]=@"GameDir"
PCM2005DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager Demo]=@"GameDir"
PCM2005Paths=${PCM2005InstallPath}\Data;${PCM2005DemoPath}\Data
PCM2006InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2]=@"GameDir"
PCM2006DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2 - Demo]=@"GameDir"
PCM2006Paths=${PCM2006InstallPath}\Data;${PCM2006DemoPath}\Data
PCM2007InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2007]=@"GameDir"
PCM2007DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2007 - Demo]=@"GameDir"
PCM2007Paths=${PCM2007InstallPath}\Data;${PCM2007DemoPath}\Data
PCM2008InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2008]=@"GameDir"
PCM2008DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2008 - Demo]=@"GameDir"
PCM2008Paths=${PCM2008InstallPath};${PCM2008DemoPath}

RootPaths=${PCM2008Paths};${PCM2007Paths};${PCM2006Paths};${PCM2005Paths}
TextureRootPaths=${PCM2008Paths}\CM_Textures;${PCM2007Paths};${PCM2006Paths};${PCM2005Paths}
TextureExtensions=.tga;.dds
TextureSearchPaths=${TextureRootPaths}
TextureUseFullPath=-1

[Fallout 3]
NiVersion=20.2.0.7
NiUserVersion=11
NiUserVersion2=34
; Installation Folder
InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Fallout3]=@"Installed Path"
RootPath=${InstallPath}Data
ExtractFolder=$(RootPath)
MeshRootPath=${ExtractFolder}
TextureRootPath=${ExtractFolder}
UseSkeleton=1
Skeleton=${MeshRootPath}\Meshes\characters\_male\skeleton.nif
RootPaths=${RootPath};${MeshRootPath};${TextureRootPath}
TextureRootPaths=${RootPath};${TextureRootPath}
TextureExtensions=.dds;
TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Characters;${TextureRootPath}\Armor
SupportPrnStrings=1
Rotate90Degrees=Bip?? Head

[Fallout NV]
NiVersion=20.2.0.7
NiUserVersion=11
NiUserVersion2=34
; Installation Folder
InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\FalloutNV]=@"Installed Path"
RootPath=${InstallPath}Data
ExtractFolder=$(RootPath)
MeshRootPath=${ExtractFolder}
TextureRootPath=${ExtractFolder}
UseSkeleton=1
Skeleton=${MeshRootPath}\Meshes\characters\_male\skeleton.nif
RootPaths=${RootPath};${MeshRootPath};${TextureRootPath}
TextureRootPaths=${RootPath};${TextureRootPath}
TextureExtensions=.dds;
TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Characters;${TextureRootPath}\Armor
SupportPrnStrings=1
Rotate90Degrees=Bip?? Head

[skyrim]
NiVersion=20.2.0.7
NiUserVersion=12
NiUserVersion2=83
; Installation Folder
InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Skyrim]=@"Installed Path"
RootPath=${InstallPath}Data
ExtractFolder=$(RootPath)
MeshRootPath=${ExtractFolder}
TextureRootPath=${ExtractFolder}
UseSkeleton=1
Skeleton=${MeshRootPath}\Meshes\actors\character\character assets\skeleton.nif
RootPaths=${RootPath};${MeshRootPath};${TextureRootPath}
TextureRootPaths=${RootPath};${TextureRootPath}
TextureExtensions=.dds;
TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Textures;${TextureRootPath}
SupportPrnStrings=1
Rotate90Degrees=NPC Head
SkeletonCheck=NPC*
DummyNodeMatches=* NonAccum;_;NPC COM
bhkScaleFactor=69.99124908

[user]
NiVersion=20.0.0.5
NiUserVersion=0

 

Edited by Skybroom
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First, I guess I need to thank all the enthusiasts who gave - or tried to give - me a hand.

 

Time for resuming. Alas, the result is not that inspiring. As I do not consider myself to be an idiot, and after a hard toiling I couldn't get a success, I tend to think there's no application allowing an amateur user to work on Skyrim meshes, apart from NifSkope, currently exists. If it does, it's not Blender, nor it is a 3Ds Max. Every one who would object and give a reference to their positive experience seems to either operate with outdated versions, which is highly problematic to download and install properly, or they are professional IT-technicians who can easily adapt any software to any task. I am aware of neither Blender nor 3Ds Max to be designed for Skyrim meshes editing exceptionally, from one hand. And from the other, they are no "noob-orientated" software - I am aware of it. Just if some person want to work on Skyrim nif files by the means of 3d-editors mentioned above, this one should be ready to struggle through the thicket of obstacles, conditions, and incompatibilities. No guarantee he will win. It's as much difficult, as there seem to be no new and actual guide or any updated tutorial on this kind of stuff.

 

Meanwhile I never say die. I will be knocking on this locked door from time to time. And for now I'm gonna keep editing meshes via NifSkope, searching every single verticle from the long list of verticles, correcting it's position by editing five-digit numbers for each of three axes.

 

Au revoir!

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First, I guess I need to thank all the enthusiasts who gave - or tried to give - me a hand.

 

Time for resuming. Alas, the result is not that inspiring. As I do not consider myself to be an idiot, and after a hard toiling I couldn't get a success, I tend to think there's no application allowing an amateur user to work on Skyrim meshes, apart from NifSkope, currently exists. If it does, it's not Blender, nor it is a 3Ds Max. Every one who would object and give a reference to their positive experience seems to either operate with outdated versions, which is highly problematic to download and install properly, or they are professional IT-technicians who can easily adapt any software to any task. I am aware of neither Blender nor 3Ds Max to be designed for Skyrim meshes editing exceptionally, from one hand. And from the other, they are no "noob-orientated" software - I am aware of it. Just if some person want to work on Skyrim nif files by the means of 3d-editors mentioned above, this one should be ready to struggle through the thicket of obstacles, conditions, and incompatibilities. No guarantee he will win. It's as much difficult, as there seem to be no new and actual guide or any updated tutorial on this kind of stuff.

 

Meanwhile I never say die. I will be knocking on this locked door from time to time. And for now I'm gonna keep editing meshes via NifSkope, searching every single verticle from the long list of verticles, correcting it's position by editing five-digit numbers for each of three axes.

 

Au revoir!

Use take ownership and your problem will be solved

http://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/

Have a nice day

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@redrakiton - that is a handy little tool. Thanks for that. Could have done with that a few months ago.

 

@skybroom

Yes, Mod Organiser will cause you some issues, not so much with the creating of what you are doing but maybe with it's implementation. I am finding issues right now and I am still working through the extent of how it interacts with the original skyrim ...data/meshes or textures directories. My thought was that these directories in the skyrim system would take priority over Mod Organiser but it does not seem to be totally correct. Still working on this one. I am running out of time as I have another project I need to finish so will make another post on this subject, you may wish to follow it.

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I have just run a few tests and got some advice from the mods forum. If Max is anything like Blender, it will be looking for the texture as defined by the Nif file in the BSlightingShaderProperty(s). I know Blender will not open those textures when you use the import utility, you need to go find them manually and make that the "material" that is imaged onto the UV layout "unless" the textures already reside in the correct game path as required by the nif file.

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@redrakiton - that is a handy little tool. Thanks for that. Could have done with that a few months ago.

 

@skybroom

Yes, Mod Organiser will cause you some issues, not so much with the creating of what you are doing but maybe with it's implementation. I am finding issues right now and I am still working through the extent of how it interacts with the original skyrim ...data/meshes or textures directories. My thought was that these directories in the skyrim system would take priority over Mod Organiser but it does not seem to be totally correct. Still working on this one. I am running out of time as I have another project I need to finish so will make another post on this subject, you may wish to follow it.

Glad you liked it.

 

Have a nice day

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If outfit go ahead and use bodyslide to make the skinny version. for weight slider. male nifs u will need to convert a male body into bodyslide if there is none.

Now, they say 2.72 is good )) 2.49; 2.72; 2.77... I am dizzy. Btw when I tried installing different versions they seemed to "overwrite" one another. Shortly I have not found the way to install two Blender versions simultaneously (hope you understand me).

Besides, tho the Blender software is "free", there's a geat mess with (of - correct me, please) download links. e.g. Blender 2.49b: Download Link - I really couldn't download from this link. So I am frustrated, I am afraid to loose what I have.

 

Well, about the quote, do you mean the CBBE Bodyslide (BS)?

http://imgdepo.com/id/i9616874.jpg

 

Is it diificult to convert a male body into bodyslide ? That would be great, tho I have not used BS at all yet.

 

You can have all the Blender versions you want running at the same time. Simply download the .zip files instead of the installers. Extract the zips to wherever you want on your system and run the blender.exe. it will run as a standalone.

All Blender versions are available here:

https://www.blender.org/features/past-releases/

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Ok, I am back. Sorry for leaving this thread for a while. It's such a headache! Feel rested a bit, hope my skills will grow up faster :smile:

If there is someone person ready to go ahead (if there were merely a slightest progress since we started), you are wellcome.

 

So, I am at Blender 2.49, trying to refit a simple t-shirt mesh for (to) a simple body mesh.

The preliminary act is to edit properties in NifSkope.

 

Question 1: Guys, honestly, I CAN NOT open nifs with NifSkope 1.1.0, cuz I get the error message like this one: ""failed to load file header (version 14020007, 20.2.0.7)"" "failed to load nif from 'C:/Users/User/Desktop/Blender/_T-shirt/meshes/Shirt_0.nif'".

 

That's why I am preparing my nifs in NifSkope1.2.0 alpha 2. Here I have another question.

 

Question 2: What should I do with BSDecalPlacementVectorExtraData (right below the 0 NiNode in Block List of the body mesh), and with BSInvMarker (the armor mesh contains), should I delete them as well?

 

Alright. Let's suppose I am done with it. The Blendering stage. Here are my acts in general:

 

1. Import body_0, import armor_0;

2. delete all the skeleton bones;

3. clear the parent (for both the body and the armor);

4. make some shape editing to fit the armor to the body;

5. add a material (to both);

6. add a texture (to both);

7. add UV maps (to both);

8. delete vertex groups (armor only);

9. copy weights;

10.import skeleton (body_0 again with "Import skeleton only+Parent selected" on);

11."Scale & rotation to ObData";

12.export body+armor_0 mesh.

 

Then I repeat all these manipulations to _1 mesh. And I have two new nifs.

 

When I open these two new nif files in NifSkope... By the way (that's interesting a lot!!!), at this point I am able to open them with NifSkope 1.1.0

 

Question 3: Why???

 

I start editing new nifs. My actions are:

 

1.change back the NiHeader values;

2.to me there's no need in deleting the BSShaderPPLightingProperty, NiMaterialProperty, & NiSpecularProperty, cuz There's no such (I might install some plugin, really don't remember);

3.Baduk wrote: "you edit scene root to have 0 children and then delete scene root." Sorry, I've lost the instuctions on how to do that, so I just skip this point;

4.copy&paste BSLightingShaderProperties from the original nifs to the new ones;

5.convert BSDismemberSkinInstance to NiSkinInsatance;

6.save files.

 

When working in NifSkope I notice one particularity, which may have an importance:

Question 4: Why do I have NiTriStrips instead of NiTriShapes in my new nifs exported from Blender, and is it "safe" (I've found no way to edit these headers)?

 

Well, time to resume: In NifSkope both new shirt_0 and shirt_1 are looking pretty good to me, but in game... well, in game my T-shirt is good for nothing :whistling: When put on PC it looks bitterly ugly:

http://imgdepo.com/id/i9736695.jpg

 

When I tried to put it on NPC, I got a nice CTD.

 

Again, I still hope, somebody will read my troublelog, somebody skilled in such a magic, who really care on making this utterly complicated algorithm of nif import/export to Blender a bit more understandable for those who still want to edit Skyrim armor meshes on their own.

 

P.S. Someday he'll come along...

Edited by Skybroom
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