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Editing an existing SSE model (nif)


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Hi guys. .. I am making a custom mount mod, I want to know what do you use when editing nif files, I used nifskope for oldrim but not sure if i can use it for SSE. .. do you guys use "NifSkope 2.0 Pre-Alpha 6"

Main point: can i use the old nifskope to edit SSE nif? or will it convert SSE nif to oldrim nif. . .

 

Sorry bad english :)

Edited by CyranGE
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I use pre-alpha 6 for SSE. After a computer issue, it's the only one I have, and I have been able to modify a few oldrim meshes with it as well.

 

To convert oldrim meshes to SSE compatibility, there's a nif converter here on nexus. I'm not in a position to link it at the moment, but it should come up in search.

 

For armor, I have successfully converted using only nifskope.

 

The procedure is open the armor in new nifskope. (Work on a copy, not the original, just in case)

 

Spells > batch > triangulate all strips

Spells > batch > make all skin partitions

* Change bones per partition to 60

Spells > batch > add tangent spaces and update.

 

Save. *In most cases, I have had success with "auto-sanitize before save" turned off, but a few items have worked just the opposite and required sanitizing in order not to crash. I'd try without first, but if it crashes CK or game, then try with sanitize.

 

The above has worked for armor. When I've modified structures or statics, some of the batch procedures do nothing, but I still go through them. I have never tried a custom mount or creature, so I can't help you there.

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Same as it was in Oldrim. Click on the BSTriShapes, expand down to the Shader Texture set, then at the bottom you should see the original path for each, diffuse, normal, etc. Right-click > texture > choose and it should put you in your file explorer. If not already there, make your way to your data folder, data > textures > (whatever subfolder(s) you have your textures in.)

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