KG Tools is only necessary for converting Fallout3/NV or Oblivion meshes. For ports from Skyrim simply use the "Skyrim CBBE to Fallout CBBE" conversion reference in Outfit Studio.
If your porting gloves, I forgot this last important step; after you finish the blender step and you import the .obj back into Outfit Studio, delete the hands then import them as a nif again, then set them as reference, and then proceed.
Additionally I realized that my instructions were centered around female armors, and, that male armors may require special attention. I'm currently looking into it.
I'll update the pdf after I've done some tests on male armors.
OK I think I understand now. You're importing files from some other source, and you want to convert them to Nifs. If that's correct then it should still work the same way as described in the pdf, just skip ahead to the Outfit Studio parts. Also while you can simply export as Nif directly from Outfit Studio I would only do that if it's prop or something, like the motorcycles I ported.
It should also be noted that Outfit Studio may not read some FBX and OBJ files properly. If that's the case simply import that file into Blender then export it again, that usually fixes it.
If that doesn't answer your question, please send me private message with more detail.
I'm glad you're so excited. It's my hope that this tutorial will help bring a lot more great mods from the older games to FO4. Especially since I'm gonna be working on unrelated projects in the near future.
Hello, I don't know anything about the Sims, so I'm unsure how much of this tutorial will apply, but if they use .nif formats and/or a similar default pose then I guess it should work. Tell me about it if you succeed!
Nice tutorial! I've been fiddling with converting some Skyrim mods but like you say the gloves are really troublesome to port over. Didn't know about the Blender method, will try that out lol.
Oh what are the KG Tools used for? Is it just for Oblivion stuff? I usually just use Outfit Studio's Skyrim to Fallout presets.
Thanks for the interest, the Blender gloves method was my own realization, at least I believe I'm the first to share.
You are correct, KG tools is for the older games, Fallout3/NV and Oblivion. That step can be ignored if your making Skyrim to FO4 ports. That's one of the things that got lost with the first tutorial.
Thank you so much for this! I have trying for what seems like an eternity for a tutorial that has a detailed step by step guide to follow. I hope that this will help me out a lot. :)
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KG Tools is only necessary for converting Fallout3/NV or Oblivion meshes. For ports from Skyrim simply use the "Skyrim CBBE to Fallout CBBE" conversion reference in Outfit Studio.
If your porting gloves, I forgot this last important step; after you finish the blender step and you import the .obj back into Outfit Studio, delete the hands then import them as a nif again, then set them as reference, and then proceed.
Additionally I realized that my instructions were centered around female armors, and, that male armors may require special attention. I'm currently looking into it.
I'll update the pdf after I've done some tests on male armors.
It should also be noted that Outfit Studio may not read some FBX and OBJ files properly. If that's the case simply import that file into Blender then export it again, that usually fixes it.
If that doesn't answer your question, please send me private message with more detail.
Thanks!
I just realized that part of my description may be a bit misleading, and will edit that now, sorry for any inconvenience.
Thank you for your efforts.
Oh what are the KG Tools used for? Is it just for Oblivion stuff? I usually just use Outfit Studio's Skyrim to Fallout presets.
You are correct, KG tools is for the older games, Fallout3/NV and Oblivion. That step can be ignored if your making Skyrim to FO4 ports. That's one of the things that got lost with the first tutorial.