Jump to content

BGS Fallout 4 Exporter keeps exporting my nif as a Skyrim NIF. What am I doing wrong?


steve40

Recommended Posts

Hi,

I'm trying to create collision for Fallout 4 meshes in 3DS Max 2013 and export them as a NIF using the official BGS Fallout 4 Exporter v1.2.52.0 from the FO4 Creation Kit. I'm also using Figment's 3ds Max Nif Plugin v3.8.0.

The problem is that when I export my NIF using the BGS Exporter, the resulting NIF appears to be in Skyrim format i.e. the root node is a BSFadeNode instead of a NiNode, and the collision is a bhkCollisionObject with a bkhRigidBodyT child block instead of a bhkNPCCollsionObject with a bhkPhysicsSystem child block.

I followed Kinggarth's video tutorial here. In his video, his exported nif had the correct block types for Fallout 4. Any idea what I am doing wrong? My mesh is visible in Nifskope, It's just the collision and root node that don't seem to be exporting correctly.

 

I'm pretty sure I'm exporting using the BGS exporter, not the Niftools exporter (the latter can't export collision anyway).

 

SOLVED: All I needed to do was run the mesh through Elric and it works, lol. I could have sworn I had tried that earlier and it didn't work. Well there you go, it's all good :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...