aCasualSociopath Posted August 13, 2018 Share Posted August 13, 2018 (edited) This is for Fallout 4.First off, I'm really new at this. I have a sort of "head start" on this project, but really I have a very basic/novice understanding of what I'm doing. So, I have a .nif file, a textures folder, and a materials folder with the right textures. The outfit is assembled, so I don't need to build anything new for it. This was given to me by someone else. Since I have these things, I don't THINK I need to alter them any further (but honestly I don't know). My problem is this:How do I convert all of this into .esp and get them into the game? I've been trying to follow some tutorials, and since I have such little understanding, I can't understand exactly where to go from here. I have BAE, Nifscope, Fo4edit, and bodyslide and outfit studio. I have seen it in outfit studio from the .nif file, without the corresponding textures. As far as I can tell, everything seems in order. Where do I go from here? Edited August 13, 2018 by aCasualSociopath Link to comment Share on other sites More sharing options...
Thandal Posted August 13, 2018 Share Posted August 13, 2018 Which game? Link to comment Share on other sites More sharing options...
aCasualSociopath Posted August 13, 2018 Author Share Posted August 13, 2018 Fallout 4 Link to comment Share on other sites More sharing options...
dikr Posted August 14, 2018 Share Posted August 14, 2018 (edited) First make sure all your files are in the right locations of your install folder (Data / Textures, Meshes & Mats / <Yourmodsname>). You first need to link the material file (with the right textures you say) to the mesh in Outfit Studio by right clicking the mesh in the right pane, choosing properties and linking your new mat file. Not sure if you want to weigh it or if its already weighed for a specific body but you might want to read up on some Bodyslide / Outfit Tutorials for that. (For instance you might still need to add a body mesh as a reference). You can save it as a Bodyslide project or export it as a nif. In regards to adding it to the game, open the Creation Kit, go to file 'data' and activate Fallout4.esm. It will now load all the vanilla Fallout4 assets. Click away any warnings. Find and expand the 'Armor' tab and choose an object that most resembles yours. Double click to open it. Rename its ID and name and change other properties to your liking. You can also change the world model here: the version of your armor when lying on the ground or previewed. Double click the entry in the ArmorAddon field, rename the ArmorAddon and link your meshes to the female and male versions of the armor. Make sure the body part slots in the Armor dialogue matches the slots active in the Armor Addon dialogue. Accept to create a new ArmorAddon and link it in the ArmorAddon field of the Armor dialogue (a step I forgot hundreds of times as it doesn't change automatically) click accept and agree to create a new object. Now to get it in game you can make it craftable pretty quick. Not behind the CK at the moment but from memory: find the 'RecipeFilter' category, find the Chem or Med category so it will be a filter linked to the Chemistry workbench and double click it; change the ID and name of the filter and accept. Now find the category "ConstructibleObject" and choose one that is created at the chemstation like mentats but it could be any of them if you edit it properly. Give it another unique name and now link the RecipeFilter you just created (right click to add a new one). Delete the old filter. In the Created Object field, link to the ID of your new armor. You can also change the required mats or perks here. Now save your plugin: give it the name of your mod + .esp and you're done! At least, that's the gist of it. Edited August 14, 2018 by dikr Link to comment Share on other sites More sharing options...
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