Tilarta Posted August 23, 2016 Share Posted August 23, 2016 (edited) I've got my first mesh ready to use for my Bottle mod:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBottle01_zpshao9ejlt.pngBut when I attempted to relink to this NIF in Creation Kit, it came up with an error code.Most likely because this is not a FO4 formatted NIF. So it would probably be simpler if I could just copy all the data from my model into the FO4 NIF it is intended to replace.But I haven't figured out how to do that yet. Does anyone know how I can take all the data from my model and transfer it directly into the FO4 NIF file? Since I will be using this procedure several times during the creation of my mod, it is important to get this right. Edited August 23, 2016 by Tilarta Link to comment Share on other sites More sharing options...
dimedius Posted August 26, 2016 Share Posted August 26, 2016 So depending on the program you're using, there might be nif plugins that allow you to export to a nif. At that point, you can open the nifskope and copy pasta. There are quite a bit of good tutorials out there for blender and 3ds max (for skyrim, fnv; the process is still relatively the same). Link to comment Share on other sites More sharing options...
Tilarta Posted August 27, 2016 Author Share Posted August 27, 2016 (edited) The program I was attempting to use is Blender.Unfortunately, the NIF plugin for Blender doesn't work with FO4 objects.See below:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/BlenderNFSerror01_zpswzyzfuhw.pnghttp://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/BlenderNFSerror02_zpsc87mxpta.pngI notified the NifSkope team of this and a team member acknowledged the notification, but as of currently, nothing ever developed from that point on.So basically, the only tool I have cannot be used. :wallbash: I've been experimenting with a workaround using Outfit Studio, but haven't gotten it to work yet.More details here.I haven't tried the recommendation about the textures yet. What I'd prefer to do is just to get the mesh that is fully prepared, copy it directly into the NIF, replacing the old mesh and then just save it, letting NifSkope sort out all the file compatibility issues.Not sure if I can do that though. And please don't bring up 3DS Max again, that's all anyone says.Yes, I know it's the only compatible tool, but I can't afford the Ransomware costs and that is the end of the matter. Edited August 27, 2016 by Tilarta Link to comment Share on other sites More sharing options...
moriartykain Posted August 28, 2016 Share Posted August 28, 2016 I've got my first mesh ready to use for my Bottle mod:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBottle01_zpshao9ejlt.pngBut when I attempted to relink to this NIF in Creation Kit, it came up with an error code.Most likely because this is not a FO4 formatted NIF. So it would probably be simpler if I could just copy all the data from my model into the FO4 NIF it is intended to replace.But I haven't figured out how to do that yet. Does anyone know how I can take all the data from my model and transfer it directly into the FO4 NIF file? Since I will be using this procedure several times during the creation of my mod, it is important to get this right. There you go, all you need it nifskope and BodySlide I use this all the time. :thumbsup: http://www.youtube.com/watch?v=ppTXCJ0SZ88 I would use a alcohol bottle as your base to import into for your collisions If only i knew how to make custom collisions. o_O Link to comment Share on other sites More sharing options...
Tilarta Posted August 28, 2016 Author Share Posted August 28, 2016 (edited) I tried to follow the steps in the video, up until this happened:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBmi01_zps2jylih5u.pngAfter this occurred, what was happening in the file didn't match up with the video tutorial.Since I was uncertain how to proceed, I stopped working on it at this point. I am using NukaColaBottleFullPrewar.nif as the baseline file, since this bottle is intended to replace that object. I don't know if collisions apply to static loot objects. Edited August 28, 2016 by Tilarta Link to comment Share on other sites More sharing options...
moriartykain Posted August 28, 2016 Share Posted August 28, 2016 (edited) I tried to follow the steps in the video, up until this happened:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBmi01_zps2jylih5u.pngAfter this occurred, what was happening in the file didn't match up with the video tutorial.Since I was uncertain how to proceed, I stopped working on it at this point. I am using NukaColaBottleFullPrewar.nif as the baseline file, since this bottle is intended to replace that object. I don't know if collisions apply to static loot objects. It looks like the mesh you have made has strings that are not setup for fo4 nif.Easy to fix, I think.. o_O Always make backup copies of your files before doing anything Open the copy of the nif you have converted in BodySlide with NifSkope and select your object mesh on display in the window so the mesh is highlightedThe BodySlide thing is important. On the left open its drop down menu Like V NOD> Something something >blah blah blah >blah blah blah >Object Nuka --------------- >blah blah blah >blah blah blah >Othere stuff >blah blah blah >blah blah blah One by one on its branches, right click and go to block then remove branch.So the object has no branches So you get this NOD> Something something >blah blah blah >blah blah blah Object Nuka --------------- >Othere stuff >blah blah blah >blah blah blah Then from this point follow the tutorial. :D I hope this is understandable. :ohdear:I am not the best at explaining stuff. But this is what I do when I get stuff like this, as all you need is the object mesh. Oh and the object you are importing into needs to have a similar shape as the object you have made, so the collision shape are similar!You do not need to use the same object you are replacing, all you have to do is change the name of the object you make. In this case, if this is just a mesh replacement for the full Prewar nuka-cola bottle just put your new .NIF named nukacolabottlefullprewar.nif in Fallout 4\Data\meshes\props\nukacolabottlefullprewar.nif And it will replace all the full Prewar nuka-cola bottles in the game, you do not need to do anything in the creation kit. I hope this will helped you, and to see lots of nice models coming from you. :laugh: Good luck. :thumbsup: Edited August 29, 2016 by moriartykain Link to comment Share on other sites More sharing options...
Tilarta Posted August 29, 2016 Author Share Posted August 29, 2016 (edited) I am confused, there is no menu on the left:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/BS/BSnkb01_zpsnex0oncs.pngNor am I able to click on the object to select it.I've pressed all of those buttons above, even tried looking in the drop down menus at time.Still haven't found the file structure you described, at least, not in Outfit Studio. I could see it in NifSkope, for some reason, it had given the human skeleton rig to this bottle, it was a long list of references with arm, leg, torso, etc that had to be deleted one by one. My mod isn't going to be as simple as replacing the bottles, I have to replace the Vending Machines too.And recode them so they replace the animated ones.Then if that works, I have to make a Settlement specific vending machine too.But that will come later, after I solve this initial problem. Edited August 29, 2016 by Tilarta Link to comment Share on other sites More sharing options...
moriartykain Posted August 29, 2016 Share Posted August 29, 2016 (edited) I am confused, there is no menu on the left:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/BS/BSnkb01_zpsnex0oncs.pngNor am I able to click on the object to select it.I've pressed all of those buttons above, even tried looking in the drop down menus at time.Still haven't found the file structure you described, at least, not in Outfit Studio. I could see it in NifSkope, for some reason, it had given the human skeleton rig to this bottle, it was a long list of references with arm, leg, torso, etc that had to be deleted one by one. My mod isn't going to be as simple as replacing the bottles, I have to replace the Vending Machines too.And recode them so they replace the animated ones.Then if that works, I have to make a Settlement specific vending machine too.But that will come later, after I solve this initial problem. Sorry I am Dyslexic and it takes me time to compose a message, and some times I mess up. :wallbash: It was meant to say In NifSkope, sorry. :huh: You need to delete anything connected to your meshs string tree.you don't have to worry about the arms and legs, as they get left behind when you copy the mesh to the new nif. My instructions should make more sense now... I hope :laugh: Edited August 29, 2016 by moriartykain Link to comment Share on other sites More sharing options...
Tilarta Posted August 31, 2016 Author Share Posted August 31, 2016 I am still tinkering with the file, it's getting close to working:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBottleNVns01_zpsprxbzvje.pngMy main problem at the moment is getting the new mesh to move to it's correct slot in the file branch structure, so it replaces the old mesh. Link to comment Share on other sites More sharing options...
BillyTwinkletits Posted August 31, 2016 Share Posted August 31, 2016 I believe that you just need to right click the 7th child of the NiNode and remove the branch, since you are replacing that mesh anyways. Then, right click the 10th and go to block>convert>bethesda>BSTriShape. Then click on the 3NiNode, scroll down on the block details and open the children tab. Double click the empty field and type the number 10 in. That should get your mesh in the correct spot. Click the header tab, then go to strings. Type the path of your bgsm into one of the empty fields. Then go back to block list and put the string number that corresponds with your bgsm path where the bold TXT is next to the 11BSLightingShaderProperty. Then click on the 12BSShaderTextureSet. This holds the paths to your textures. The textures need an _d, _n, and _s at the ends of their names. _d= diffuse map, _n= normal map _s=specular map. The second flower on the list should contain the path to your diffuse texture. Which you have correctly, but the file should be named: ncbottleclosed_d.dds. The third flower is the normal map path, the sixth flower is the texture\shared\cubemaps\mipblur_whatever file, and the ninth flower equals the specular map path. The numbers in the green squares are the string numbers in the header tab. The strings number should correspond to the blocks they are associated with. Like the 8BSLightingShaderProperty has the 8 at the very end of the path. It is because that path is the 8th string down under the header tab. Your 10TriShape has a 62 from before you imported it from bodyslide, and it was 62nd down the list of strings.Sorry if this is confusing. haha Link to comment Share on other sites More sharing options...
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