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I've been looking everywhere, but can't seem to find any useful tutorials regarding editing collision for NIFs. Does anyone know of any tutorials that might help me with this?

I am trying to create alternate stairs for the Barn and Warehouse building sets for Settlements which lack the railings, and have been able to successfully remove the rails in 3DS Max 2016, but their collision remains (and I can't seem to locate in within Max), as the rails are part of a singular collision mesh with the stairs. Being able to adjust the collision itself would be a massive help with this.

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You need 3ds max 2013, it's the only version Bethesda's plugin works for. You can find the plugin in the Tools\NIF_Exporter folder (the tools folder will be in whatever folder CreationKit.exe is, likely in your Fallout 4 main folder).

 

If you can get the 2013 version, here are some good tutorials:

 

 

For stairs, you'll need to use a stair type collision group. It won't block bullets, but it will let you walk up it (making a normal collision mesh won't allow you to walk up it, though a gentle enough slope might let you even using a normal collision). In order to do that, you'd have to make a second collision using whatever type of material you want it to act as, and have it slightly down and back (so it won't block the walkable stair collision). I found about 5 units (in 3ds max) back and down worked pretty well, though you might have to play with it.

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You need 3ds max 2013, it's the only version Bethesda's plugin works for. You can find the plugin in the Tools\NIF_Exporter folder (the tools folder will be in whatever folder CreationKit.exe is, likely in your Fallout 4 main folder).

 

If you can get the 2013 version, here are some good tutorials:

 

 

For stairs, you'll need to use a stair type collision group. It won't block bullets, but it will let you walk up it (making a normal collision mesh won't allow you to walk up it, though a gentle enough slope might let you even using a normal collision). In order to do that, you'd have to make a second collision using whatever type of material you want it to act as, and have it slightly down and back (so it won't block the walkable stair collision). I found about 5 units (in 3ds max) back and down worked pretty well, though you might have to play with it.

Thank you for the information. What I want to do is just edit an existing collision to remove hand rails from some stairs. The issue now is finding a download for Max 2013. Apparently they've retired old versions to the point that 2015 is as far back as they go on the Autodesk site.

Edited by DonCalzone
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It's still available from Autodesk
http://trial.autodesk.com/SWDLDDLM/2013/3DSMAX/ESD/Autodesk_3ds_Max_2013_EFGKJS_Win_64bit.exe

 

Offical tools are just an exporter and the unoffical ones cant edit FO4 collision so you'd need to remake all collision. If you have trouble finding related tuts check my playlist: https://www.youtube.com/playlist?list=PLlJS25z8WHXwuh6Z2FyO2H0T6eekXukrm

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It's still available from Autodesk

http://trial.autodesk.com/SWDLDDLM/2013/3DSMAX/ESD/Autodesk_3ds_Max_2013_EFGKJS_Win_64bit.exe

 

Offical tools are just an exporter and the unoffical ones cant edit FO4 collision so you'd need to remake all collision. If you have trouble finding related tuts check my playlist: https://www.youtube.com/playlist?list=PLlJS25z8WHXwuh6Z2FyO2H0T6eekXukrm

 

 

If anyone is downloading from this link and getting stuck at the product key and serial number, contact me. I used my info from my 2016 license and it worked.

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Oh boy, thanks for the link, I was searching all over the place for the outdated version.

 

Uhhh, just realized Max2013 doesnt have a .nif plugin for import. Is there an importer in the Creation Kit i overlooked or where do I get the proper plugin for importing the .nif files?

Edited by Username0815
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That was an interesting thing I noted as well. What I've done is import into 2016/2017, make my edits there, then export it as a .3ds / .obj / etc... Then I just imported that into 2013 using the built-in 3ds max importers.

 

Edit: nifskope also has a .obj exporter which you could use instead of 3DS Max 2016/2017.

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Hi VlitS, okay that was my first intention as well, strangely I get an error opening the .3ds file with the 2013 version coming from 2016, although I did pick the 2013ds file version. I can however open a .fbx file.

So if that file process (.nif->2016->.fbx 2013->.nif exporter) is working, I guess there is no need for a .nif plugin although it gets a little more complicated.

 

I did find this site, which suposedly has a working .nif plugin for max2013, although I failed to install it sucessfully.

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