dietplums Posted April 30, 2019 Share Posted April 30, 2019 I have made my 3D model and have exported it as a nif file but I cannot figure out how add the model into the creation kit, I tried replacing the base nif model of an existing model with my nif model (such as a painting) but I get an error message saying âinvalid directoryâ Link to comment Share on other sites More sharing options...
deadbeeftffn Posted April 30, 2019 Share Posted April 30, 2019 You must save your NIF in a directory under ....\Fallout 4\Data\Meshes\. E.g. ...\Fallout 4\Data\Meshes\myobjects\my3dmodel.nif should work. Link to comment Share on other sites More sharing options...
dietplums Posted April 30, 2019 Author Share Posted April 30, 2019 i did the steps like you said but when i replace the nif model with my nif model, my nif model appears as a red diamond with an exclamation mark in the middle and thin purple sheet running through the middle. when i load my nif model in 3ds max it appears like its meant to (its a picture frame) Link to comment Share on other sites More sharing options...
DieFeM Posted May 1, 2019 Share Posted May 1, 2019 You need to optimize it with Elrich: https://www.creationkit.com/fallout4/index.php?title=Elrich Link to comment Share on other sites More sharing options...
LoR1DoK Posted May 3, 2019 Share Posted May 3, 2019 What kind of model it is? You can try importing it in bodyslide, if it appears here as it has to be, it should work in the game(Should work for weapons and outfits). Link to comment Share on other sites More sharing options...
deadbeeftffn Posted May 3, 2019 Share Posted May 3, 2019 The exclamation mark means, that the Nif can't be loaded for some reason. You may (or may not) find the reason - or at least a hint - in the Creation Kit "Warnings" window.It's not neccessary to treat the Nif with elric to load it into CC. CC can display "old fashion" Nifs and will emit a warning ("HAVOK: Converted physics objects to new physics at runtime for scenegraph BASE meshes...nif.")elric will be needed as soon as you (finally) want to use your Nif in game.You may also try to open the Nif in NifSkope. This could reveal problems too.Good luck. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted May 3, 2019 Share Posted May 3, 2019 CK cant read BA2 also (kinda weird) files must be loose. If mesh is packed in a ba2 it shows as the red exclamation symbol. This is probably not the issue though. Link to comment Share on other sites More sharing options...
VonHelton Posted August 5, 2023 Share Posted August 5, 2023 The man's question was never answered. I've got a female body NIF with 4 arms. (MORTAL KOMBAT!) I want my 4 armed beauty to be in the CK as one of my followerrs. How do I make that happen? :confused: :confused: :confused: :confused: :confused: :confused: Link to comment Share on other sites More sharing options...
South8028 Posted August 5, 2023 Share Posted August 5, 2023 The man's question was never answered. I've got a female body NIF with 4 arms. (MORTAL KOMBAT!) I want my 4 armed beauty to be in the CK as one of my followerrs. How do I make that happen? :confused: :confused: :confused: :confused: :confused: :confused:If it's fake hands and those hands aren't functional... You either need to duplicate the weights (bone skins) from the real hands to the fake hands (they'll copy the animations of the real hands, miss objects and add even more fo4 idiocy than it already has). .. Or just paint them red in the area of the bones where they will not interfere with the animations of real hands (they should probably be higher than real hands). If they are functional hands, they will need a separate race, and a set of their own idle animations (hkx). In general, this is real, but in the second case it is a job for a studio that bethesda will hire to produce a package of components for a new four-armed race. Link to comment Share on other sites More sharing options...
captsensib1e Posted February 18 Share Posted February 18 I've seen the exclamation point of death error even if you simply rename a .nif file and then point to that newly renamed .nif file in the Model File Name field. Throws a warning like this (don't mind the long ass path, lets all imagine I renamed the original WorkshopCampFire01.nif to WorkshopCampFire02.nif) : MODELS: Could not find model Weapons\DOOM\1911\Workshop\Meshes\DLC02\SetDressing\Workshop\WorkshopCampFire02.nif Link to comment Share on other sites More sharing options...
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