Jump to content

Lukong1515

Citizen
  • Posts

    1
  • Joined

  • Last visited

Lukong1515's Achievements

Watcher

Watcher (1/12)

0

Reputation

  1. Hello I suffered the same problem -to bad Onuius won't put in Batch Features- when Converting Mesh into and from Blender. I am making my own tutorial & mod on Converting NIF > Blender > Game...here is a small section of it. (I have my own set of problems though as my NIF shows up, but disappears when I enter the PA and doesn't disappear from PA when I exit). If its a Material/Texture Path Problem (Info: Test by Replacing Vanilla) Does the Mesh also shows up with Textures in Blender & 3DSMax? Its cause they see the Texture are "Nearby" = Same Folder as the NIF...The Game looks for the Textures Files in Data/Texture Folder. You may have to create an ESP to register your NIF files as Standalone. Otherwise use BAE to extract a Mesh to replace from Meshes.b2a & Textures for the Mesh from Texture1-9.b2a Take & Keep the Folder Structure & File Placement (Meshes/Actors/.../Armor.NIF & Textures/Actors/.../Armor.DDS) Rename your Files (Custom.NIF & Custom.DDS) after the Vanilla Files (Armor.NIF & Armor.DDS) Drop the Meshes & Textures folder BAE Provided with your Mesh.NIF & Texture.DDS into Fallout 4/Data Folder (Example: Fallout 4/Data/Meshes/Actors/.../Custom.NIF) Load the Game and find the Mesh you replaced (In fallout 4 I replace T45 Armor cause that is the first PA I find so like in FNV replace the Motorcycle cause its in Springs...but my example is mostly from FO4 so forgive me) If it works just pack it > slap a "Replacer" > upload and learn how to use FO4Edit > later make a Standalone If its a Missing Material/Texture Paths Path Problem There are 2 ways A. Bodyslide or B. 3DSMax Tools Required - [bAE] Bethesda Archive Extractor by jonwd7 - 3DSMax 2016 [64-bit] & 3DSMax NifScripts (Needs to be setup) OR Bodyslide & OutfitStudio 4.3 [64-bit] A. Bodyslide - Pro: Easy to Edit Material/Texture Path & Setup Free program - Con: Batch editing is Slow Workflow, Bodyslide Deletes Nodes OPEN Bodyslide > Outfit Studio Drag & Drop your NIF File onto the 3D View of Outfit Studio (Gray Area) In Rightside Panel under Meshes > Outfit [-] > Right-Click on the NIF > Properties... for each part > A, B1-B3 or C1-C3 for each part A. If it was Vanilla Textures I would tell you to import the Vanilla NIF too and copy the Material Path from the Vanilla to your Custom.NIF > Delete Vanilla.NIF > 4 B1. If it is a custom NIF & You have your own Material.BSGM B2. Shader Tab > Copy the Material Path "Materials\...\" from BAE via Windows Explorer Address Bar > Add your File at the end "Custom.BGSM" > Create a Folder for Mod [Jarl/] B3. > make 3 called "Materials", "Meshes" & "Textures" > Place you Custom.BSGM in "Materials" Folder & "Materials\...\Custom.BGSM" > 4 C1. If it is a custom NIF & your own Textures.dds & no Materials C2. Shader Tab > Textures... > Diffuse for Texture.dds (_d) C3. Type in Copy the textures Path "textures\...\" from BAE via Windows Explorer Address Bar > follow similar steps to B1-B3 Ok Properties > File (TopLeft) > Export > To NIF... > Give Name > Save Make a standalone ESP of you Mod I think the OMOD (Object Modification for FO4) is how you tell your game what NIF to use and from there it knows where to look for the Textures (Zip it with the Plugin.ESP, Meshes, Textures & Materials Folder at the root so MO2 can see it)B. 3DSMax - Pro: Easy to batch assign Material/Texture Path & Faster Material Shortcut - Con: Difficult to setup, Limited Free version for 3 years, Complex to use OPEN 3DSMax > Wait for Loading Drop & Drop your File in Leftside Panel where the Names of the Objects/Mesh would appear Click on one of the [+] to Bring a View in Full (Keep Perspective & Realistic) Tap "M" to bring up Material Editor > Modes > Compact Material Editor Under Shader Basic Parameters > DropMenu ("Blinn") > Fallout 4 Shader Under Fallout 4 Shader Settings > A1. (For Materials) Shader Type: BGSM - Lighting Shader A2. > Material File: > Name: > Input "Materials\" and your Custom.nif after the \ (Example = Materials\Custom.nif) > 7 B1. (For Textures) Expand the Height of the Window > Scroll to FO4 Lighting Base Shader Parameters > Diffuse Texture B2. > Input "Textures\" and your Custom.dds after the \ (Example = Textures\Custom.nif) > 7 IN 3DSMax > Select the NIF on the Names List in 3DSMax to have the Texture IN Material Editer window > Click on the Green Cube & Checkered Circle (Hover over it = Assign Material to Selection) > Check the FO4 Lighting Shader Parameter of each Object on the Name list IN 3DSMax > [MAX v] (Top Left) > Export (Not [>]) > Save as Type: > Type "n" or Scroll to Netimmerse/Gamebryo (*.KF, *.NIF) Make a standalone ESP of you Mod I think the OMOD (Object Modification for FO4) is how you tell your game what NIF to use and from there it knows where to look for the Textures (Zip it with the Plugin.ESP, Meshes, Textures & Materials Folder at the root so MO2 can see it)
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.