tw1st3dhell Posted September 2, 2017 Share Posted September 2, 2017 hello i am trying to figure out how to bring in a completely 100% new mesh. I have watch tons of videos and read forum upon forums. A lot of them are using a similar mesh as though mine is not like anything. I have 3ds max also blender, also have got my mesh converted to a .Nif, But completely lost and confused what to do in Nifskope. If someone could help me it would be much appreciated Link to comment Share on other sites More sharing options...
RangerDulann Posted September 2, 2017 Share Posted September 2, 2017 Weapon or armor? Link to comment Share on other sites More sharing options...
tw1st3dhell Posted September 3, 2017 Author Share Posted September 3, 2017 (edited) neither its a still, like and alcohol still. this is in 3DS Maxi have the .obj file and a .mtl file, like i said i have converted it over to a .nif Edited September 3, 2017 by tw1st3dhell Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 3, 2017 Share Posted September 3, 2017 hello i am trying to figure out how to bring in a completely 100% new mesh. I have watch tons of videos and read forum upon forums. A lot of them are using a similar mesh as though mine is not like anything. I have 3ds max also blender, also have got my mesh converted to a .Nif, But completely lost and confused what to do in Nifskope. If someone could help me it would be much appreciated From what you said, I'm confused what it is you think you need to do, or are trying to do with NifSkope that you don't know how to do? It would be helpful to have a detailed list of steps that you have done so we know what you still need to do to advise you. In particular also which method of getting it into a nif you used. There are a few and depending on how you got it there, there are different steps that may need to be taken (or could be skipped). Like, if you used the Bethesda nif exporter there's a lot that can be assumed and skipped. If you used Figment's plugin there's a lot that's broken and has to be completely redone. If you used one of the other export plugins I can't help you. If you put it in Outfit Studio and made it a nif, it's going to be royally messed up because it has an animation skin. Since you said it's a alcohol still and not weapon or armor.Is this item going to be a static, furniture, activator?A Workshop item?Does it have/need animation markers?Does it have/need collision?If you used Bethesda's exporter have you already run it through Elric?Are your textures already in DDS format?Did you already make material files? Link to comment Share on other sites More sharing options...
tw1st3dhell Posted September 3, 2017 Author Share Posted September 3, 2017 hello i am trying to figure out how to bring in a completely 100% new mesh. I have watch tons of videos and read forum upon forums. A lot of them are using a similar mesh as though mine is not like anything. I have 3ds max also blender, also have got my mesh converted to a .Nif, But completely lost and confused what to do in Nifskope. If someone could help me it would be much appreciated From what you said, I'm confused what it is you think you need to do, or are trying to do with NifSkope that you don't know how to do? It would be helpful to have a detailed list of steps that you have done so we know what you still need to do to advise you. In particular also which method of getting it into a nif you used. There are a few and depending on how you got it there, there are different steps that may need to be taken (or could be skipped). Like, if you used the Bethesda nif exporter there's a lot that can be assumed and skipped. If you used Figment's plugin there's a lot that's broken and has to be completely redone. If you used one of the other export plugins I can't help you. If you put it in Outfit Studio and made it a nif, it's going to be royally messed up because it has an animation skin. Since you said it's a alcohol still and not weapon or armor.Is this item going to be a static, furniture, activator?A Workshop item?Does it have/need animation markers?Does it have/need collision?If you used Bethesda's exporter have you already run it through Elric?Are your textures already in DDS format?Did you already make material files? sorry i dont know much about this. It is a 3d model i downloaded. The download came with the .obj file and a .mtl file the textures are in .dds. I just want it to be static. I used outfit studio, following a video tutorial and forums, If there is an easier way i am more than willing to learn Link to comment Share on other sites More sharing options...
tw1st3dhell Posted September 4, 2017 Author Share Posted September 4, 2017 (edited) ok so i watch a few more videos. found one that help and i am so close i can get my new mesh to open up and work in CK but when i place it in game and save. I will start up the game, wheni start loading my saved game. Fallout 4 will just crash and completely close Here is what my object look like in nifskope. i cant find anything on the internet about this it is always ck crashing and no the game opposite of what my problem is. if i missed something please help Edited September 4, 2017 by tw1st3dhell Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 4, 2017 Share Posted September 4, 2017 (edited) I'm going to go out on a limb here and suspect it's the physics tree. First off it doesn't have the proper child node. It should have a bhkPhysicsSystem node with the actual physics data. This would require that you actually made some in 3DS and used the Bethesda nif export tool and then ran the nif through Elric. Since this is not what you did the physics in the file are totally screwed. You can either try to copy physics from a vanilla nif that's close, but will give it a weird physics shape, or just delete it completely but then you can just walk through it. Edited September 4, 2017 by BigAndFlabby Link to comment Share on other sites More sharing options...
tw1st3dhell Posted September 4, 2017 Author Share Posted September 4, 2017 I'm going to go out on a limb here and suspect it's the physics tree. First off it doesn't have the proper child node. It should have a bhkPhysicsSystem node with the actual physics data. This would require that you actually made some in 3DS and used the Bethesda nif export tool and then ran the nif through Elric. Since this is not what you did the physics in the file are totally screwed. You can either try to copy physics from a vanilla nif that's close, but will give it a weird physics shape, or just delete it completely but then you can just walk through it.Thank you for pointing that out. i redid it made sure to watch extra on what i was doing and i worked thank you once again much appreciated Link to comment Share on other sites More sharing options...
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