sylcat Posted June 5, 2012 Share Posted June 5, 2012 Yo guys. I'm skilled with maya/max/blender etc and I would like to offer a mod soon with all new uniquely modeled races.The best option to avoid re-rigging and the like I imagine is to export a race's base model and edit the vertexes so even the sliders still work upon import. The problem is I cannot find a procedure on how to export the base race models using the creation kit for eventual reimport as a new race. If someone could point me in the right direction or if anyone has an interest in working with me on tech side (and receiving credits) this please do let me know. Link to comment Share on other sites More sharing options...
ResolveThatChord Posted June 5, 2012 Share Posted June 5, 2012 Well, the creation kit doesn't handle the import or export of assets such as models or textures. All that is in the .BSAs, and to get to it you'll need a BSA extractor. I personally use Fallout Mod Manager. You'll find that there are several .nifs for each body; a minimum bodyweight version and a max body wieght version for the hands, feet, and the main body. The head is a more complex matter, and one I have yet to touch.Once you've extracted the nifs, you'll need to edit them with nifskope by changing two data values in the NiHeader (which is only visible if you change the view from having the data blocks in a tree to having the data blocks in a list). Change "user version" in the block details list from 12 to 11, and change "user version 2" from 83 to 34.Now it's prepared for import, you'll need Blender 2.49 and the blender .nif scripts to import it. Unfortunately .nif import scripts have yet to be made for blender 2.5x or 2.6x. You can export .obj files from nifskope and import them to blender, but they do not hold vertex weight data which is essential character meshes.Of course, once you've imported to blender 2.49 you can save the .blend and append the models to a more recent version of blender. Hope this helps. one more thing: I haven't looked very far into the problem, but it seems that models made in blender 2.63, which uses B-Mesh, can't retain UV maps when appended to blender 2.49. there may be a fix for this, but if not you'll have to use an earlier version of blender. Link to comment Share on other sites More sharing options...
Recommended Posts