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495 comments

  1. TalRasha99
    TalRasha99
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    does anyone have a 2020 version plugin? 
  2. M9ZoZHw
    M9ZoZHw
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    3DS Max 2012 German Version

    I write this for all who only have a specific language version of 3DSMax. The installer and the manual use the english version. Which is fine. But there is always a enu folder when you install 3Ds Max. Yet if you have a different language version copy the .ini file to your specific language folder. Otherwise the programm reports a missing ini file.

    I hope this will spare someone the time in te future.

    1. LilyMods
      LilyMods
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      • 15 kudos
      The program always reports a missing ini file as the installer installs everything to wrong folder directories, and you have to move it anyway.
  3. WoyxProshots
    WoyxProshots
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    Does anyone know if this plugin or if there's another plugin out there that will work in Max 2021?
    1. Her515
      Her515
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      • 27 kudos
      I would like to know as well the nifconverter doesnt work with 2021 version
    2. Th3RubyBlad3
      Th3RubyBlad3
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      BUMP!
    3. Neil187
      Neil187
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      • 2 kudos
      BUMP
    4. dagTestWorld
      dagTestWorld
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      Look under Files
      https://www.nexusmods.com/skyrim/mods/79145?tab=description
  4. HeartAttackMan
    HeartAttackMan
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    Does anyone know how to stop it arbitrarily changing the vertex numbers when you export a mesh?

    It makes anything involving tri files or weight sliders into an absolute nightmare, things that could be done in less than an hour in 3DS alone instead takes days of experimentation over multiple programs. Not sure why anyone would want the vertex number scrambled anyway, seems like totally detrimental feature.
  5. dagTestWorld
    dagTestWorld
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    3ds Max 8 with Service Pack 3..... This is a critical error and forces the application to close

    ParamBlockDesc2 definition error

    Default not supported for this type of block
    "shaderParameters", parameter "ParallaxInnerTextureScale",
    option # 1
    1. MaxAper
      MaxAper
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      Same thing on 3ds Max 2010. I don't know why it's happening
    2. symph909
      symph909
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      Same thing on 3DS Max 2009 64 bits...
    3. HeartAttackMan
      HeartAttackMan
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      Wrong section, ignore this.
  6. Loller99
    Loller99
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    • 5 kudos
    does it work with max 2020?
  7. Squall82
    Squall82
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    Is there someone who knows how to properly make a static mesh with collision? I remember I managed to create a working mesh back in 2016 with Max 2009 and adjusting collision in NifSkope, I think but now I can't get it to work.
    I've managed to export a mesh with the collision, adjust it in NifSkope, load it in CK, but in Skyrim I just walk trough it.

    Edit: Never mind, found it.
    1. dagTestWorld
      dagTestWorld
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      Have a look at this! I created this video using this plugin

      https://www.youtube.com/watch?v=6-6JPvQIdhM&lc=Ugy0KtmKzeV52QDgIy94AaABAg
    2. dagTestWorld
      dagTestWorld
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      Double Posted
      *comment removed*
  8. dagTestWorld
    dagTestWorld
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    There's a newer version of this Plugin on TheFigment's Github. v3.8.0fc
    https://github.com/figment/max_nif_plugin/releases
    1. asecurity
      asecurity
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      • 0 kudos
      Thank you so much!
    2. MrDave
      MrDave
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      This version does not work correctly with Max 2012.
    3. Grapefluid
      Grapefluid
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      Max 2010 work correct. thx
    4. Squall82
      Squall82
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      v3.8.0fc works just fine with Max 2009, 2010 and 2016, except with Max 2010 option to export as BSFadeNode doesn't work as it still exports as NiNode. After exporting, you must convert NiNode to BSFadeNode in NifSkope.
  9. oksid34
    oksid34
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    I keep getting "error 1" with my mesh when i trying to export it. I have got 2017 3ds max and last version of nif plugin.
  10. NicotineCaffeine
    NicotineCaffeine
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    • 11 kudos
    So... It has passed quite some time from when i was modding fallout 3/nv meshes, and i was probably using another version of the plugin, becouse now that i'm using the last version of the plugin with 3ds max 2016 when i export any mesh it has some issue with the bones, which i think they become unlinked from the root and they get each one separated with the "nonaccumul" string, of course emptying the animation of the skin modifier as result. I've tried many settings, but in the end the result is always more or less the same. Strange though, with skyrim i have absolutely no problem... Is this some problem of the plugin or am i missing something?
    1. BalotaSyndrome
      BalotaSyndrome
      • member
      • 5 kudos
      Apparently you have to use Max 2012 if you want to work on Fallout 3/NV meshes, I'm in the same boat as you and have 2016. I haven't had any luck finding a 2012 version of Max.