Neil187 Posted April 16, 2019 Share Posted April 16, 2019 Hello,Fallout 4 was released back in 2015, and we are now a third of the way through 2019. I know in the past there have been a number of different plugins for 3ds/Blender to handle meshes for this game. It seems that the one which comes with CK only works for 3ds Max 2013 which is quite old now. So my question is, what is the most up to date method/program/plugin as of now to handle the creation of new .NIF files for this game? I have had much more luck with Skyrim SE, there have been changes to Fo4. Link to comment Share on other sites More sharing options...
DeathMotif Posted April 16, 2019 Share Posted April 16, 2019 Use blender, save in a format that outfit studio can open, and save as a nif through OS. Link to comment Share on other sites More sharing options...
Neil187 Posted April 16, 2019 Author Share Posted April 16, 2019 Thank you for the reply.So it's probably best to skip 3dsmax altogether unless absolutely needed? Link to comment Share on other sites More sharing options...
DeathMotif Posted April 16, 2019 Share Posted April 16, 2019 As far as I’m aware. Not sure how well this will work for animations, but from my personal research, this seems to be the best method. Link to comment Share on other sites More sharing options...
Neil187 Posted April 16, 2019 Author Share Posted April 16, 2019 For now I'm mostly creating static meshes such as buildings, walls, etc. So OS can handle those with collision as well? Link to comment Share on other sites More sharing options...
DeathMotif Posted April 16, 2019 Share Posted April 16, 2019 I’d imagine so. A lot of people use this method to add various things besides clothing and armor, so it should work just fine. I vaguely recall a tutorial describing the process lying around somewhere. Link to comment Share on other sites More sharing options...
Neil187 Posted April 16, 2019 Author Share Posted April 16, 2019 I may have came across that tutorial in my searches but likely dismissed it thinking it was only for armor and clothing mods. If I can find it and get it to work for what I am doing, I'll put it here so others can use it.Thanks a lot for the fast replies, didn't think I'd be figuring anything else out tonight! Link to comment Share on other sites More sharing options...
DeathMotif Posted April 16, 2019 Share Posted April 16, 2019 No problem. You’re welcome, and good luck! Be sure to let me know if everything works out for you. I may be trying this process out myself in the not too distant future. Link to comment Share on other sites More sharing options...
Perraine Posted April 16, 2019 Share Posted April 16, 2019 The only thing you'll probably have "trouble" with is collision data. Outfit Studio doesn't handle that. For most people the workflow is to open a similar 'vanilla' .nif that is as close to your mesh as possible, and then copy over just the NiTriShape from your new .nif to 'replace' the NiTriShape of the vanilla mesh. So for walls, you'd open a vanilla wall in Nifskope, open your new wall .nif, then copy it over the original NiTriShape and add/modify the BSLightingShaderProperty for your textures. AFAIK, to add 'custom' collision data (and/or animations) you need 3DS 2013 with the .nif importer, plus a copy of the Havok Tools plugin (which requires a purchasable license.) Link to comment Share on other sites More sharing options...
DeathMotif Posted April 16, 2019 Share Posted April 16, 2019 Yeah, that’s a simple enough process. I’ve done something similar, though not for collision data. I’m just starting out with making custom meshes myself, so I don’t have too much familiarity with havok limitations. I just wish the ability to edit nif’s in Nifskope were a little more robust. It would be useful to edit mesh data more like other mesh editors. Link to comment Share on other sites More sharing options...
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