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[LE] Custom Model to Skyrim Tutorial Notes - Please Review and Help Trouble-Shoot


Adventurer1111

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Please review my notes below and let me know what I have incorrect. Be kind as I am a noob and got all this information from many many sources. I was able to use this work-flow to get a custom model chakram in game but now when my custom follower gets killed holding the weapon the game crashes so not sure what I did wrong. Any insights?

 

Adventurer1111/RPG Adventurer
WORKFLOW
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BAE
SSE Nif Optimizer
Blender or Outfit Studio to OBJ
NifSkope
SSE Nif Optimizer
Chunk Merge
Creation Kit
Tools: All tools listed below are free.
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BAE - Easily export and view DDS and NIF files
Gimp - Modify dds (texture) files
Blender 2.79/Outfit Studio* - 3D Modelling,Outfit Studio will export to .nif format
Chunk Merge - Add custom collision to unique meshes
SSE Nif Optimizer - Optimize Nifs, Convert Nifs from LE to SSE and back again
NifSkope 2.0 Dev 7 or Nifskope Pre Alpha 6 - This process will work with both. Use these apps to add custom mesh, Re-Texture, Convert to file format needed by game. NifSkope is like a filing cabinet for your NIF mesh files with folders and sub-folders.
Creation Kit - Get your new NIF into creation kit for use in game. This program manages NIF and texture files for use in game.
Notes:
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New Model = Your new model that you just created. Yay You!
Reference = Existing model from the game that is similar to what you created. (ie. My Kewl New Sword (new model) and IronSword (reference model))
Try and hit save often and save mutiple versions as you trying things out to save yourself from extra work later if something goes horribly wrong. Not that it would...
0. BAE
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Extract Reference NIF
Use the BAE extractor tool to get your files ready. You will need a refernce file for inputting into Skyrim SE later. In order for meshes to be extracted as Nif for reference you'll need Bethesda archive extractor. This is super easy to use because all you have to do is drag the texture.bsa or mesh.bsa file over and tell it where to extract your copy to.
1. Blender 2.79
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Triangulate Faces and Export to OBJ
Your starting model should be saved as an obj and you have to triangulate it so it has only triangles its faces you can press ctrl T to do this or you can go into the export section in blender when you're exporting your mesh to an obj and you can hit this check box "Triangulate Faces" and that will also triangulate the mesh. Save as something like MeshNameTriangulated.obj so you don't get files confused.
2. SSE Nif Optimizer
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Convert Copy of Reference File to LE
This process will not work with Skyrim SSE (Special Edition) NIF files so you have to convert your reference NIF file to LE (Limited Edition). If you are using an LE file already you can skip this step. Tip: Save a COPY of your NIF reference file to a temporary folder so you can use your extracted files again. Open your SSE Nif Optimizer and browse to that folder and check the box to LE and Optimize. You can check the time-stamp on the Nif file to make sure it was converted.
3. NifSkope 2.0 Dev 7
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Import New Model Triangulated .OBJ TO > Reference NIF
Resize, Reposition and Bounding Sphere
Add and Adjust Texture to New Model
Delete Reference Model
Add Collision to New Model Mesh
Import New Model Triangulated .OBJ TO > Reference NIF
Next we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since my new item is a custom new model sword I would want to find another sword to put into and use as a reference.
Open NifSkope:
File Open - your LE NIF Reference File
Note: Your mesh may also be listed under BSTriShape instead of NiTriShape. If that is the case just think of BSTriShape instead of NiTriShape for you. You are special!
First we need to find the mesh that matches your new model. Look at the shape of NiTriShape for import (ie. to match my new model sword I am looking for the NiTriShape that is also a sword). If your file has mutiple shapes you want to make sure you pick the right one. You can click on the NiTriShape to see where it belongs because the shape will then show up with wiry and green.
Once you find the correct refernce mesh/shape highlight it and Block > Duplicate branch. A new NiTriShape will be created where you can import your .OBJ to. This duplicate NiTriShape will have the same name as your reference NiTriShape so to keep it all straight highlight the new duplicated NiTriShape scroll down to Block Details > Name > click on the little txt and type in the name of the new mesh model (no spaces) that you will be importing.
Now highlight your new model NiTriShape and then goto File > Import > OBJ and browse to your OBJ file and Open.
Resize, Reposition and Bounding Sphere
You should now have both models in the same NifSkope. Your new model will need to be sized down so that it is in the same size and same position as your default/reference mesh. To change the shape and position of the new model mesh you have right click on the mesh image then goto Transform > Edit and you'll see this edit window pop up and you can adjust everything down to what you want it to be. Remember goal is roughly same size same position, handles especially should line up. Check to make sure you are line up by changing and looking at each view. Note: You can use this Transform > Scale function also after you put your model in game to adjust the size up or down as needed.
We now need to customize the bounding sphere. Go to Block Details and expand out BoundingSpere > Radius double click in the box to increase or decrease the circle size and X: Y: Z: to move the position. Once you are done you can click on BoundingSphere again to see the sphere lines and confirm that you have completely covered your mesh.
Add and Adjust Texture to New Model
Goto your new model and under the NiTriShape should be a branch called BSLightingShadingProperty highlight this > Block Details to adjust some of the settings to your preference. You can play here with settings like Glossiness, Here is also where you can adjust your texture set under that BSShaderTexture.
Optional: If you don't like the texture set of your reference model you can goto your New Model NIF highlight BSShaderProperty > Remove Branch then open another NIF in a new instance of NifSkope goto the preferred texture and shaded NiTriShape then highlight BSLightingShadingProperty > Block > Copy Branch and go back to your new model and highlight the NiTriShape and Block > Paste Branch. Paste Branch will copy all of the lighting and shader properties along with the textures.
Note:
Block>Remove - Removes the selected object. Any attached objects are now floating free in the scene.
Block>Remove Branch - This will remove the selected block, and its sub-folders, any data, and properties.
Also Optional: You can also just copy the texture path from your reference and paste to your new model under BSShaderTextures > Block Details > click the flower and copy the path only. Once you are done with the texture you can Edit UV to make sure the texture is aligned the way you want.
Learn from My Mistake: My first model I was having a hard time because the texture would show up as a color only. I FINALLY figured out that I had way too many mesh triangles in my model and I had to get rid of the tiny tiny triangles by decimating in Blender to reduce. I also did not export with UV in Blender. Another thing to note is that Nifskope will not read textures that are not extracted so if you are not pointing to an extracted file that may be another reason for no texture.
Delete Reference Model
IMPORTANT: The next thing we want to do is delete the original or reference NiTriShape mesh because you don't want it showing up in your new mesh. Go to reference NiTriShape right-click on the reference mesh hit Block > Remove Branch. Delete any other NiTriShape that may have your reference model.
Add Collision to New Model Mesh
If your new model is the same size and position as your reference model. You are in luck! You will not have to make any changes as the existing collision will cover your mesh. The only thing you need to do is make sure your model is added to the collision. To see your collision goto Block List > scroll to BHKCollisionObject to see the size of your collision. It will show up in a yellow wire.
Make sure your model is attached to the collision by going to bhkCollisionOject > scroll down to Block Details > Target > (make sure your model is listed under Target. If it is not you can add it.
To Resize Your Collision: If you choose not to use Chunk Merge for your custom collision you can go in and resize your collision by going to the collision shape; usually listed under bhkRigidBodyT > highlight bhkBoxShape (this was mine but yours may be a different shape) scroll down to Block Details > change Dimensions until the collision is large enough for your custom mesh. Go back to bhkRigidBodyT > scroll down to Block Details > Translation > Adjust your translation to move the collision so it is over your new model.
Another Optinal Way:
Goto bhkCollisionObject > Remove Branch up to bhkRigidBody
Highlight parent node 0 BSFadeNode or 0 NiNode and Block > Insert > Havok > bhkNiTriStripsShape
Goto NiTriStripsData > Block > Copy
ChunkMerge <path to Skyrim> <path to templates> <path to nif.xml>
1. Choose NIF-File (Skyrim version) collision data should be injected reference file
2. Choose NIF-file for collision source
3. Select template from ComboBox
4. Select handling of collission source (collision data or shape meshes)
6. Press Convert-button
If you still need to use Chunk Merge, here is a great tutorial on that: See the full tutorial at http://xoleras.com/node/84
Save your NIF over to the Skyrim directory path that corresponds with your new model. Remember if you are making a weapon you need a 1st Person version of the NIF also.
4. SSE Nif Optimizer
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Convert Copy of Reference File back to SSE
Your file will not work with Skyrim SSE (Special Edition) so you have to convert your reference NIF file back from LE (Limited Edition) to SSE. If you are modding for LE file you can skip this step.
5. Creation Kit
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Goto Creation Kit (assuming you have a working knowledge of Creation Kit) and go to the weapon/item original reference that you created a new model for. You can search for this object in the Object View > Filter. Once you find the reference object that you created highlight > Right Click > Duplicate. IMPORTANT: Open the duplicated copy and rename the object to a new ID and a new name.
Goto the "Art and Sound" and Model > EDIT browse to to your new Model and update to your new model. Always use copies and save to mod files so you don't crash your game.
Tip: You can do this first by creating a Mod shell and pointing your mod to the new model NIF and then just keep copying over as you are working on the file to test in game.
Check out your new model in game...
Done! - Enjoy
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If everything is working correctly, thank the Skyrim Gods!
Enjoy your new creation in game. Share with the World! Be Kind! Be Happy! Make more mods!
Also if you are a Master Modder and feel like helping me out with a Falconry mod - please reach out. I am still a Noob :sad: and would love someone to help me with my tutorial notes and my end-game mod of a companion animal hawk sitting on your arm and scouting.

 

Thanks to Sources:
-------------------------
- Squash:
- Gambsmoore/MikeMoore:
- EnzedDev:
Winsmoke:

 

Thanks to Sources:
------------------
- Squash:
- Gambsmoore/MikeMoore:
- EnzedDev:
Winsmoke:
Tools: All tools listed below are free.
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