54yeggan Posted July 31, 2017 Share Posted July 31, 2017 Hi all! So I'm a bit new to modding Fallout New Vegas, and recently I took it upon myself to create a new weapon model to use in-game. I was able to set up everything I thought I needed in Blender, and exported it.But when I open it in-game, or try to load the model in the GECK, it freezes the game. Same with the GECK. I figure I might have missed something or something along the line because other people have been able to do this fine in the past. Is there something I might have missed when exporting the model? I attached a screenshot here in case I missed something. Any help you can offer is appreciated. Thanks Link to comment Share on other sites More sharing options...
YanL Posted August 1, 2017 Share Posted August 1, 2017 (edited) Version of this blender? Edited August 1, 2017 by YanL Link to comment Share on other sites More sharing options...
54yeggan Posted August 10, 2017 Author Share Posted August 10, 2017 (edited) Version of this blender?It's version 2.78. I was able to get it to export properly now! I had to change it from Oblivion to Fallout 3. Now tho I have a different problem. It's invisible in the game and in the GECK. :( Edited August 10, 2017 by 54yeggan Link to comment Share on other sites More sharing options...
YanL Posted August 10, 2017 Share Posted August 10, 2017 I think you should try blender 2.49. It's the version that I use, without problem. Read this https://forums.nexusmods.com/index.php?/topic/2488574-blender-273-to-fallout-new-vegas/ I maybe be wrong. Anyway, for weapons I use this tutorial http://www.nexusmods.com/newvegas/Images/104855/? Link to comment Share on other sites More sharing options...
Ea6t Posted August 10, 2017 Share Posted August 10, 2017 Does changing the master block from a NiNode to a BSFadeNode (just by changing the name) do anything for you? Link to comment Share on other sites More sharing options...
madmongo Posted August 10, 2017 Share Posted August 10, 2017 I use Blender 2.49b as well. Everything just works. Well, almost everything. Apparently there's an issue with Blender not preserving polygon order or something like that which makes importing and exporting hairs go all wonky. But other than that, most things work. I don't know how well the newer versions of Blender work. I know that for a while, folks were editing in newer versions of Blender, and were then exporting back to a format that 2.49b could read, and were then doing the nif conversion in 2.49b. I've heard claims that the newer versions work better now, but I don't know exactly how good "better" is. Since I don't use 2.78 or the newer nif tools, I can't help you with specifics. In 2.49b, you need to make sure you have the right options selected for whatever you are exporting. In the top center of the screen, there are options for whatever you are exporting, i.e. a static, a weapon, a clutter item, etc. Those buttons will set most things correctly. For weapons and static items and clutter items and such, you need to have Use BSFadeNodeRoot selected. For armor and creatures, you need to have it un-selected. With armor and creatures, Blender never seems to set the shader flags properly (or if there is a way to set them correctly in the nif export, I haven't found it yet). I always have to go into NifSkope afterwards and fix those. Clutter items, and statics all seem to work just fine the way Blender exports them. I've never needed to go into NifSkope to fix those. It's been a while since I've edited a weapon, but I don't remember needing to fix those in NifSkope when I did them. Make sure your texture is in the right format, not just dds, but make sure that it's set to DXT3 or DXT5. DXT1 doesn't seem to work. Also, make sure your texture exporter generates mip maps. Link to comment Share on other sites More sharing options...
madmongo Posted August 10, 2017 Share Posted August 10, 2017 Does changing the master block from a NiNode to a BSFadeNode (just by changing the name) do anything for you? My experience doing this with Blender 2.49 is that you need to export it properly from Blender with Use BSFadeNode selected or not selected as needed for what you are exporting in order for it to work. Trying to hack it by changing the node type in NifSkope just results in a broken nif. Link to comment Share on other sites More sharing options...
54yeggan Posted August 11, 2017 Author Share Posted August 11, 2017 Does changing the master block from a NiNode to a BSFadeNode (just by changing the name) do anything for you? My experience doing this with Blender 2.49 is that you need to export it properly from Blender with Use BSFadeNode selected or not selected as needed for what you are exporting in order for it to work. Trying to hack it by changing the node type in NifSkope just results in a broken nif. Yeah thanks again, but it's weird, I don't get a Scene Root in my exported model, and instead of NiTripStrips I get NiTriShape for some reason. Dunno what's happening there. Also I don't get the option for Weapons / Clutter etc. in 2.78, Only the option to convert to Fallout 3, Oblivion, etc. Link to comment Share on other sites More sharing options...
madmongo Posted August 11, 2017 Share Posted August 11, 2017 This is probably why I've heard of folks who are using later versions of Blender exporting it to a format that 2.49 can understand, and then doing the nif conversion in 2.49. I don't think that you are going to be able to make it work with what you have. Link to comment Share on other sites More sharing options...
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