I've been following your armor tutorial using Blender 3.6 and most recent niftools-addon, but the addon seems to be broken, at least for older games, and its documentation is pretty useless, especially for someone new to nif files. I don't have nearly as many import and export options and I have to choose the game in the Scene tab within Blender.
Following the tutorial, If I delete the skeleton in Blender after building the armor, the vertex groups aren't exported and Blender exports a .nif containing the NiTriShapes, but no generated bone NiNodes. I've used an armor .nif with the NiNodes already present and built my armor there instead. Now when merging the gorecaps, after changing the material nodes in Nifskope so that they are all identical, Blender just generates new materials for them when importing the nif to merge the meshes, reverting the material change before. I also tried to set the same material again in Blender, but that just breaks the NiTriShapes when exporting.
I try the old versions of Blender and niftools, maybe they work better.
Hey Tammer, thank you so much for making these tutorials. It might be a silly question, but do I have to uninstall all the mods I am using in my current playthrough? I'm asking this because I cant seem to locate either the base skeletons for the player, or the white legs armours that I am trying to nif-bash assets from.
You shouldn't have to uninstall anything, but generally-speaking, the fewer things you have, the less cluttered it'll be and it'll be easier to find things. The base skeleton should be in Fallout - Meshes.bsa (I think it's under "meshes\characters\_male\skeleton.nif"), and the White Legs outfits will be packed into the HonestHearts - Main.bsa, although the filename may not make it immediately obvious what it is (i.e. it might be called something like "hhtribaloutfit01.nif" without any reference to the words "white" or "legs"). I recommend loading up HonestHearts.esm in the GECK and finding the armor you want, then checking the file path to see what the filename of the armor is.
Tammer thank you very much for your FNV tutorial videos, they are certainly the best on the internet...
Now my doubt, I installed the programs you recommended, and so far they all seem to be working properly, but by following your tutorial in Blender I realized one thing, that your version of NIF Scripts is 2.5.9, but I installed is the 2.5.5 that comes along with the Blender Bundle, I even searched the internet for this version, but did not find. it’s okay to use this version 2.5.5, or you recommend installing the same as yours. And if so, where do I find it?.
Thank you for answering! , I discovered some differences, besides the "Import Bone Priorities" option in the import settings, I also noticed two other differences, in hotkeys, the E key does not work to select, and the H key to hide the elements did not work, but I solved these differences in settings manually, otherwise it’s all worked as it should... I don’t speak english, so forgive me for any grammatical error. and thanks again for answering.
I feel like I'm missing something. I followed the guide pretty closely, and I believe I've got all my things in order in nifskope, but when I try to get my armor to use the .nif model in the GECK, it doesn't seem to work.
Whenever I encounter this problem, it's usually because the vertex weights are missing from the pieces I added. Double check in NifSkope that each NiTriStrips node has a BSDismemberSkinInstance node nested inside.
Hello, following your tutorial for the first time, instead of doing 2 different arms, I decided to only use 1 set of arms, a powder gangers, and when I try to paste in the merged gore caps, I get 2 separate errors when pasting theebody and limb caps in, and no matter how many times I remerge the gore caps, it doesn't seem to work
As the error message states, your mesh is missing the nodes Bip01 LUpArmTwistBone and Bip01 RForearm. Copy the nodes from the skeleton into your mesh first, then copy whatever gore caps you want.
Hi again! I'm having trouble creating a _go.nif model. I've tried pasting my model over a known good, vanilla world model but haven't had any luck. I tried this in nifskope and blender. When I drop my item, it doesn't seem to appear. Here's what it looks like it nifskope:
Are you making an armor or a weapon? If you're making a weapon, you don't need to paste over a base-game _GO NIF, you can just delete the parts you don't want to show (i.e. the revolver speedloader) and then save it as a new _GO NIF. If you're making armor, it's more complicated because you have to rig the vertices to the bones, which I have never tried. I never make _GOs for armors.
Hi, first thanks for the awesome Content and great Tutorials.
I successfully made 2 Weapons with your Tutorials but sometimes i have the Problem that the Magazine doesnt seem to work it doesnt move its like a static piece.
Ive looked in the Nifscope and checked the NiNodes they are all there do you have any clues to why this happend?
If the magazine doesn't move, you're probably using the wrong node name for the animation set. If you're using the 2HandAutomatic animation set, for example, you need to copy the node name from the Assault Carbine or Service Rifle for example. IF you copied the Sniper Rifle magazine, for instance, it may not work.
Hi, i watched the tutorial and as a test for myself i tried taking the red dot from your resource pack and added it onto the RCW, literally only doing the ctrl-c ctrl-v routine in nifskope. I then replaced the default RCW mesh. Looks fine in nifskope, but ingame it shines bright white. I am using TTW, so i used the RCW mesh that comes witht that mod. Any clue as to why this might happen?
There's a chance the Emissive Mult property under the NiMaterialProperty node either got merged with the one from the red dot or got set to a ridiculously-high value. The red dot should have an Emissive Mult of about 10. Check the base-game mesh for the Laser RCW for the correct value and see if it got increased by accident.
Nope, the porteries for the different nodes are the same as the default one. must be something else... imma try and diagnose what might be the culprit in the geck and xedit and let you know if i find anything. its strange cuz other meshes seems to work fine
Edit: the glow bug seems to only happen when i load a savegame that i had going. COCing from the mainmenu to a cell and adding the RCW displays it correctly. Its a bit frustrating as no records in my loadorder touch the RCW apart from TTW :/
good day sir, I like the tutorial except there is many setting that I kinda can't figure out, using MO2 means my assets comes from a path that the program can't register properly(Nifscope shows no texture but white assets), I don't even know where to put my nifs asset to begin with... need some help with those
All assets should go in your Data folder, which is the same folder where FalloutNV.esm is located. Search your computer for that filename and you will find the correct folder.
yeah except with MO2, my Data folder is empty no matter how many mods I install with MO2, they won´t show up in the game file, so I have no idea how the pathing works
Oh, I see. In that case, you need to extract the base game assets to your Data folder from the Fallout - Meshes.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, etc.
You just said you weren't using any downloaded mods! Which is it?! You're asking for my advice and then changing the conditions with every post. How do you expect me to help you?
In any case, once you have extracted all the base game assets, you can extract modified assets on top of them to replace them if you want. Or, you can create a separate installation of the game for modding. That's all the advice I can offer you. Good luck.
Well, did more tinkering, but there seems to have some issue:
1.My Collision "cage" is big enough to cover the entire weapon, but they still clip though surface, I placed it into a container for now 2. I set the ProjectileNode like you did but muzzle flash seems to coumes out like the grip of the weapon, and no matter what I did in Nifscope/Blender with the node, same result... unless I am missing something 3. Is possible to make casing eject to different direction? like instead of right side, I want it to eject downward?
134 comments
Following the tutorial, If I delete the skeleton in Blender after building the armor, the vertex groups aren't exported and Blender exports a .nif containing the NiTriShapes, but no generated bone NiNodes. I've used an armor .nif with the NiNodes already present and built my armor there instead. Now when merging the gorecaps, after changing the material nodes in Nifskope so that they are all identical, Blender just generates new materials for them when importing the nif to merge the meshes, reverting the material change before. I also tried to set the same material again in Blender, but that just breaks the NiTriShapes when exporting.
I try the old versions of Blender and niftools, maybe they work better.
Now my doubt, I installed the programs you recommended, and so far they all seem to be working properly, but by following your tutorial in Blender I realized one thing, that your version of NIF Scripts is 2.5.9, but I installed is the 2.5.5 that comes along with the Blender Bundle, I even searched the internet for this version, but did not find. it’s okay to use this version 2.5.5, or you recommend installing the same as yours. And if so, where do I find it?.
Photos of the Problem
I really want to thank you for the detailed guide about armor nif-bashing, the result is perfect!
Any help would be appreciated!
I successfully made 2 Weapons with your Tutorials but sometimes i have the Problem that the Magazine doesnt seem to work it doesnt move its like a static piece.
Ive looked in the Nifscope and checked the NiNodes they are all there do you have any clues to why this happend?
I am using TTW, so i used the RCW mesh that comes witht that mod. Any clue as to why this might happen?
Edit: the glow bug seems to only happen when i load a savegame that i had going. COCing from the mainmenu to a cell and adding the RCW displays it correctly. Its a bit frustrating as no records in my loadorder touch the RCW apart from TTW :/
In any case, once you have extracted all the base game assets, you can extract modified assets on top of them to replace them if you want. Or, you can create a separate installation of the game for modding. That's all the advice I can offer you. Good luck.
Edit 3: MO2 is driving me crazy here
1.My Collision "cage" is big enough to cover the entire weapon, but they still clip though surface, I placed it into a container for now
2. I set the ProjectileNode like you did but muzzle flash seems to coumes out like the grip of the weapon, and no matter what I did in Nifscope/Blender with the node, same result... unless I am missing something
3. Is possible to make casing eject to different direction? like instead of right side, I want it to eject downward?