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Blender NIF problems


TheDoctor1300

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@EPDGaffney: Thanks for that. Added as "TIP: Blender version NIF export" in the "Getting started" guide. But based upon previous by madmongo on importing, I interpreted "legacy mesh" to be an "OBJ" format file. Do let me know if that is not correct.

 

BTW: You do know that if your cursor turns into a "pointing hand" when over an image, you can <LClick> on it and it will display in a pop-up window? That's how I viewed the OP's images.

 

-Dubious-

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Actually, saving as a legacy mesh saves your file as a .blend that can be opened in older versions of Blender. About as simple as it can be for a Blender user.

 

.obj is a completely different thing that I've never needed to use for this game but I believe is used for Skyirm and Fallout 4, or porting from other filetypes to .nif with .obj as a sort of 'middle man' format (which is why it gets brought up sometimes here).

 

Edit: I meant I believe the standard procedure for modding Skyrim and Fallout 4 involves .obj files as a workaround for stuff not working in the .nif scripts or something. Never done it myself so I'm not sure.

Edited by EPDGaffney
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Saving as a legacy mesh and saving as an obj are two different things. Saving it as a legacy mesh is basically saving it as an older version of a .blend where obj is a completely different version altogether. Blender makes .blend files. Obj was originally a wavefront format.

 

If you create a .blend using a newer version of Blender and try to open that .blend in an older version of Blender, it will probably fail to open due to the version. But what you can do is save it as a legacy blend. Then the older version of Blender can open it.

 

Some people like to do it this way so that they can use the newer editing features of Blender. I personally don't usually do it that way since there are some things that don't work properly when you do this and I've never taken the time to figure out exactly what works and what doesn't. I always create new meshes using Blender 2.49b since everything there just works (except hairs).

 

If you are trying to import a mesh from a different format like fbx, for example, Blender 2.49b won't import it properly. So what I do is import the fbx into Blender 2.79, then export it as an obj. At that point, I probably could just save it as a legacy blend since the mesh probably doesn't contain anything fancy that wouldn't export back to a legacy blend, but I've had a lot of success in general when importing obj files so I personally tend to use that as an intermediary.

 

If you download meshes from someplace like TurboSquid, they will often have the meshes available in obj format, which you can import directly into Blender 2.49b. Sketchfab is another good resource, but most of their files seem to be in fbx, which you can't import directly into 2.49b.

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Eeeeexxxactly.

 

So, Dubious, your tip is incorrect at the moment. I'm screencapping what I mean:

 

Step 1, Save As:

http://prntscr.com/hv7qr4

 

Step 2, Tick Legacy Mesh Box:

http://prntscr.com/hv7roy

 

Step 3, Open in 2.49b (or whatever version you have that works):

https://prnt.sc/hv7s3g

 

.obj files are another format entirely and won't be needed for most cases modding Gamebryo games from New Vegas and earlier, though the information is useful for what mongo describes above.

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Dubious, I'm after reading that applying rotation and scale after doing collision can make the collision not export properly. I've not worked much with collision in this engine so I didn't know that. Assuming it's true, that should probably be mentioned in the tip -- apply rotation and scale before doing collision and not after, or just scale in Edit Mode as I recommended above.

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