Newgamemodder Posted January 28, 2018 Share Posted January 28, 2018 Hi nexus! Im in the progress o merging parts from original fallout 4 outfits in 3ds max. Do i do like this or is there another way? 1. import the pants of the model i want to use. Delete the jacket that iis attached to it. 2. save the envelopes 3. delete the skin modifier and all the bones. 4. Import the top of the model i want. 5. Skinwrap the unrigged pants and then load the envelopes Is this how i would do it?, have i forgottten anything?, also what do i do with the materials? Thanks! Link to comment Share on other sites More sharing options...
Perraine Posted January 28, 2018 Share Posted January 28, 2018 Not sure about 3DS but ... For something like mesh bashing, you could just download Bodyslide/Outfit Studio, Drag and drop the files directly from windows explorer into outfit studio, delete any extra bits, tweak any clipping ,and copy bone weights, and export to game ready .nifs, within the space of about 5 - 10 mins. Link to comment Share on other sites More sharing options...
Newgamemodder Posted January 28, 2018 Author Share Posted January 28, 2018 Thanks for the response!, I this the the alpha channel way?, because i am trying to avoid that way :/ Link to comment Share on other sites More sharing options...
Perraine Posted January 28, 2018 Share Posted January 28, 2018 No, no ... Outfit Studio allows to to select (put under a mask) specific vertices, and either delete the unmasked vertices from the mesh completely or separate them from the rest of the mesh ( i.e separate the 'pants/skirt' from the 'shirt/blouse' to use or craft separately) It also allows you to completely remove any "part" (like the horn 'accessory' on the farmer robes) that is already a separate item in the .nif. It will automatically update the necessary info in the .nif file. It's incredibly easy, and after a bit of practice INCREDIBLY powerful (one might almost say ... intoxicatingly so) for modding Bugthesda meshes of any flavour, even static meshes. (particularly when combined Bodyslide and with Nifskope 2.0) Link to comment Share on other sites More sharing options...
Newgamemodder Posted January 29, 2018 Author Share Posted January 29, 2018 ok, i've seen 1 tutorial video about that before, i thought it was about using alpha channels :P . do you know where i can find one regarding separation of parts? Link to comment Share on other sites More sharing options...
Perraine Posted January 29, 2018 Share Posted January 29, 2018 Hmmm, not sure about a tutorial, but it's pretty straight forward. You can use the "Mask" brush/tool to select certain vertices - there are several "view" options, such as show/hide 'wireframe' show hide 'vertices', and 'ghost mode' which makes the texture invisible, but keeps the UV map wireframe visible.Once you have the vertices you want (or don't want) selected (red for selected or "masked" / green for un-selected/unmasked) you can right click on the NiTriShape piece in the top right hand window of Outfit Studio and select and option from the drop down list. When separating parts the MASKED (red) vertices only will be made into another NiTriShape and you''ll be prompted to give the part/s a unique name. ( i.e you can separate the Pauldrons/Shoulders from an armor) When deleting vertices/parts the UNMASKED (green) vertices will be removed, ( i.e you can remove the lower leg part of an outfit, because it will be covered by the boots) So be VERY careful what you do or don't mask. As this cannot be "undone" There is also one of those "gyro" 3D manipulator thingies with the 3 circles and the 3 directional arrows, which allow you to move selected vertices, whole parts, or the whole mesh, up down, back, forward and around 'n' around.Finally there is also several scale + move rotate options for broader manipulation in the right click menu in the top right window. Basically it's a custom made 3D modelling program, design specifically for Bugthesda meshes, so it's powerful and fully functional, but in a very narrow scope. Link to comment Share on other sites More sharing options...
Newgamemodder Posted January 29, 2018 Author Share Posted January 29, 2018 Alright ill try it :) Link to comment Share on other sites More sharing options...
Perraine Posted January 29, 2018 Share Posted January 29, 2018 Lol ... I sound like I'm trying to sell it to you or something, or that I'm on commission or some such. The truth is I just want as many people as possible (particularly those that actually want to make mods) to realise how simple and powerful this great tool is ... That can only benefit all of us right? Link to comment Share on other sites More sharing options...
Newgamemodder Posted January 30, 2018 Author Share Posted January 30, 2018 (edited) Ofcourse, i didn't know the full features of the program :smile: Edit: Also just curious, do you know how to load multiple esps's into either fo4edit or creation kit?, i need to know becasue i have some mods that are dependant on eachother and i want to remove the dependency of them (for example if a mod uses a custom weapon i want to remove it form the npc's inventory) Do you also know if its possible to skip using looksmenu if i dont want a preset?, i want to add the face to an npc, or is it impossible? Sorry for the many questions :P Edited January 30, 2018 by Newgamemodder Link to comment Share on other sites More sharing options...
Perraine Posted January 30, 2018 Share Posted January 30, 2018 Questions are never a problem, they show a willingness to learn, and most of us are happy to help ... Hmmm, with the CK I don't think you can edit more than one .esp at a time. With Fo4edit, you can "merge" .esp's, though I have KFI how to do it, however there are several very good tutorials around for F04edit (although some might be for TESVEdit, the principles are essentially the same. You can do basic character face editing in the CK, but for a saved preset, I think you have to have Looksmenu installed/running. There is a way to edit the appearance of NPC's using the full functionality of the character creator, ( using the SLM console command in game, and having actually save the changes, but it's cumbersome. Link to comment Share on other sites More sharing options...
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