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Model List


suspectedanarchist

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The tool NifSkope (freeware.) A graphical program that allows you to open NIF files, view their contents, edit them, and write them back out again.

 

It is more complicated that you appear to realize. Suggest you take a look at the tutorials linked under "Custom Creatures", "Conversions", "Creature Creation", "Custom NPCs", and "NifSkope Mesh Editor" sections of the wiki "Getting started creating mods using GECK" article.

 

-Dubious-

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You will also need Blender and the associated tools. It can be found here: https://www.nexusmods.com/oblivion/mods/12248

 

Pay special note to the version number and do not try to use a newer version of Blender to mod Oblivion, FO3 and FNV.

 

You can also find all the tutorials you need for Blender and NifSkope either at the Oblivion or Fallout: New Vegas mods forums.

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As for the model list itself, all you need to do is put your new nifs in the same folder where the creature's skeleton is located.

 

For custom creatures, I tend to extract the entire folder and move it to a new folder, and add my new nifs in that new folder. Then create a copy of the creature in the GECK, change its skeleton to the skeleton.nif in the new folder, and then select which nifs I want included in its model list. Putting it all in a new folder avoids potential conflicts with mods that alter the vanilla creature.

 

Any new nifs that you have created need to be rigged to that creature's skeleton.

 

As the others said, creating new nifs is not a simple process. You need Blender and its nif tools. Remember that creatures, clothing, armor, and bodies are all essentially the same thing as far as the game engine is concerned. Make sure that you set the export options properly or your new nif will crash the GECK. You'll also need to fix up the shader flags in NifSkope since Blender doesn't export those properly for clothing/armor/creatures/etc.

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