Search the Community
Showing results for tags 'nif'.
-
I'm having a weird issue where bodyslide is adding random vertex somewhere, somehow, for some reason... !!! NOT final mesh; I'm just testing because I have anxiety about wasting time on potentially unusable pieces !!! What I did: ***UPDATE*** -Exported femalehead.nif to .obj through Nifskope (forgot this step somehow, my bad) -Imported femalehead.obj to Blender and shaped it to a head sculpt. -Deleted everything but femalehead.nif (unnecessary, but made it easy to double check the vertex count) -Exported as an obj (TestMesh2/BlendHead) -Imported obj into bodyslide and copied bone weight from referenced original femalehead.nif -Deleted reference and exported as a nif From here I popped the new & old meshes into Nifmerge to copy the face to a proper head (so I don't have to fix the texture flags or tri)... but it won't merge because the vertex count no longer matches! For some reason, running it through bodyslide added 3 vertex. I reimported the original obj into Blender and it's still 996 vertex. Imported the new bodyslide nif and it is 999. It only jumps to 999 after weighting in bodyslide. I've attached the original obj and the bodyslid nif, if someone wants to take a look at them. Screenshots of the vertex counts: TestMesh2.mtl TestMesh2.obj TestMesh2.nif
-
nif how can I import *.nif files into blender
grocipher posted a topic in Fallout 4 Technical Support
Hello, I would like to edit a Fallout 4 mesh with Blender 2.92. I installed the Add-on "Import-Export: NetImmerse/Gamebryo format support", which should allow me to import nif files. But as soon as I try to, I get a Python error message. In some threads I red that I have to "prepare" the nif file to be able to import it in blender, but I didn`t found any suitable information how I can do that. If anyone knows how to do this or has a source of a manual for me I would be grateful for your help. thank you in advance for your efforts. -
Hi, I have a sunbed mesh. I found several laydown markers. One of them is "XSLayfurniture.nif". It has "Sit, Behind" functions. As I've understood, it runs the animation "idlelaydown.hkx" animation file, which is in "meshes\actors\character\animations\female" folder. Because the sun bed has head part (I mean that it's an angled sun bed...), the vanilla animation that has a flat position was not good. So, I got "NCK30 Idle Replacers 1.4". Its "idlelaydown.hkx" has "semi lay down" position. My goal is to learn: How can I assign that "XSLayfurniture.nif" file to this new "idlelaydown.hkx" file, if I put this .hkx file in a different folder? For example, when I say "different folder", I have a mod named "test". I want to add "NCK30's new this semi lay down idle" in my Test mod. So, I created a new folder named "Test" in "meshes\actors\character\animations\female" folder. So, in NifSkope, I want to insert something (...that I don't know...), when a NPC(s) or PC sit on the sun bed (that has "XSLayfurniture.nif" on it...) use the "idlelaydown.hkx" that is in "meshes\actors\character\animations\female/Test" folder, not in vanilla folder. By this way, nobody needs to install or replace the vanilla .hkx's by NCK30's. What can you suggest? Or, do I need a script? If you can help me anyway, I'll really appreciate... Sincerely Yours... Nehaberlan...
-
1
-
- nifskope
- laydown.hkx
-
(and 2 more)
Tagged with:
-
Hi I need to modify an existing custom animation but the issue is the export. 3ds max 2018 and blender 2.92 with the ported niftool addon doesn't properly save the modified animation as a .kf file. I also tried this ancient complete package of Blender with old nif tools: https://www.nexusmods.com/oblivion/mods/42755 When I import the saved kf file into the new blender the animation works except it seems like one arm doesn't move but it also does nothing ingame. Is there any proper way to save those damn kf animation files?
-
Hi. For the Special Edition port of Enderal I converted all the nif file with "Cathedral Assets Optimizer" (from LE to SSE) and everything worked without any issues only one head mesh is streching like crazy when it's in an animation. I attached the nif and a picture of it. RyneusRealHead.nif
-
I recently saw a video showing a bunch of werewolf on deathclaw animations in skyrim (i think the animations were from HCOS). From the looks of it the deathclaw was classed as a werewolf and seemed to just be a reskin of a regular werewolf, but it doesnt look like the old werewolf had been replaced because there was both the deathclaw and werewolf on the screen at the same time. The deathclaw was using the skin from fallout 4 along with features i assume are from the "morenastycritters" mod. Would this have been done in something like source or is it possible to add a deathclaw reskin to werewolves in skyrim by just copying the mesh over, using something like NifSkope?
-
Hello everyone, as title suggest I am looking for a way to edit nif files. Especially female body model. What my goal is ( dont judge :D) to make gaping ass of the model. I am using CBBE 3BBB Advanced which already has some anus mesh, but overall not really satisfied with its looks. I was able to edit the mesh in Outfit Studio, when I import the body there I am able to make big changes. I got some results but the problem is that in Outfit Studio I cant really add verticles to the mesh. Which means the gape can look kinda sharp and weird with not enough verticles. What I want is more round looking deeper gape. From what I found out. I should be able to add verticles to the model in blender or 3dsMax. Both softwares are complicated as fuck though, and blender doesnt even support nif files. I had to get some addon to be able to import it. But I still couldnt find how to add the verticles there. Didnt even try 3dsMax because that looks even more complicated. So what I am looking for is someone who has experience with this, and could help me out. If someone is able to do the edit I am talking about on his own I am willing to pay for his work. Thanks
-
Just installing existing mod isn't an option - I'm doing custom mod to avoid incompatibilities with mod I already have, for personal use. Want to add fangs (teeth) from either "Fangs and Eyes" or "Fangs and Eyes - Serana" mod to vanilla Serana. First mod contains only eyes .nif's and mouthhumanchargen.tri and mouthhumanfchargen.tri, the other - full .nif for Serana's head, but I don't like her new face there. How can I apply these .tri files or somehow copy teeth from "BVFE - Serana" to Serana's .nif I currently use? UPDATE: Solved it. If someone want to use "Fangs and Eyes - Serana" but with her vanilla features, using nifscope open 00002b6c.nif from the mod (need to use BSA extractor) and a copy of 00002b6c.nif from Skyrim's dawnguard.esm. (extract it into your "Fangs and Eyes - Serana MO2 folder, to be safe don't edit the original) - In first nif, under BSFaceGenNiNodeSkinned, right click on FemaleMouthHumanoidDefault, the Block>Copy Branch; - In second, right click on BSFaceGenniNodeskinned, Block>Paste Branch; - Delete the old "FemaleMouthHumanoidDefault. Now modified vanilla .nif, placed in your mod folder, should overwrite Serana from "Fangs and Eyes - Serana", which will give her original face but with better fangs (and eyes, if using standalone "Fangs and Eyes"). More useful info on tools needed and some extra steps in xEdit can be found here
-
- serana
- fangs and eyes
- (and 7 more)
-
Hello, I have problem with editing head/face in blender, after I modify everything I wanted and import it in RaceMenu, the head/face looks like a cheese 🧀 Tools I am using: blender v3.1.2 SSE NIF Optimizer v3.1.0 blender nif tools v0.0.13 (RaceMenu v0.4.16) My workflow: 1. Export current head as .nif from RaceMenu 2. Using NIF Optimizer convert it to LE version (the 'Head Parts Only' checkbox is checked) 3. Load converted .nif in blender and edit it 4. Export edited .nif as .nif ofc 5. Convert it back to SSE version Am I doing something wrong? Or it is problem with some of these tools? One thing worth to mention is that at the beginning when I was switching to SSE I have converted my existing head from LE to SSE and it was working fine. And when I was editing LE head before switching, there was no problems at all too.
-
Hello all, I am relatively new to modifying Meshes through blender and then converting and checking in Nifskope. I have been trying to make a modified version of the Muscle girl race on Nexus. I basically have taken the Nif and readujusted the meshes proportions to be more thick and endowed so to speak. However, after I export from blender and replace the old nifs OBJ with the new modified one, it appears in game with color but no specular maps. Its a flat diffuse map with none of the original materials. Im wondering what im doing wrong or what im missing to get the texture to show up correctly in game. Warning NSFW Link to the OG mod https://www.nexusmods.com/oblivion/mods/46343 (As Seen below if you look close you can see the differences in the missing materials the shirtless one being the wrong one) ScreenShot0.bmp ScreenShot3.bmp
-
I'm making my first mod ever by following tutorials. I'm trying to make a follower that uses a custom CBBE body. I have already made a preset and used batch build. The tutorial states that I need to find Body_0.nif, Body_1.nif, Hands_0.nif, Hands_1.nif, Feet_0.nif, and Feet_1.nif, and that they should be in Data\Meshes\Actors\Character\Character Assets. I can't find these anywhere. I have checked the following locations: C:\Users\[myname]\AppData\Local\ModOrganizer\Skyrim Special Edition\overwrite\meshes\actors\character\character assets - nothing inside but .tri files. C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Meshes\Actors\Character\Character Assets - 2 folders inside called "FaceParts" and "mouth". Neither contain any files. CBBE and Bodyslide work 100% as they should for me in game so surely the files are there somewhere, I just don't know how to get to them. Bodyslide says my output folder is "meshes\actors\character\character assets\femalebody_0.nif (and_1.nif)". Does anyone here know how I can get to these files?
-
Hi, I used BodySlide to create UUNP based UNPB, UNP, and 7B. When I checked in the Skyrim LE, I noticed that the mesh quality of the body is lower than the face. For that reason, there is a visible line between neck and body. I have no color, nor gap problem. There are triangles on the body. I've used UNPB as default body. I checked with the other original bodies like CBBE, UNP, I had no such a problem. Only with the created UUNP bodies by BodySlide. I checked the meshes. There are nothing wrong with them. Why these created bodies have lower quality. Is there a setting in BodySlide to avoid it? Or, there is a mod, update for it? What can you suggest me? If you can help me anyway, I'll really appreciate... Thank You in advance... Nehaberlan...
-
So i've spent all night rigging a new creature to a Frost Atronach skeleton. All went well, it shows up in the creation kit's armor addon but not when I enter the game. I've optimized the Textures and .Nif through Cathedral. I've checked the skeleton, partitions, Armor Addon and everything seems to be in order but the mesh just refuses to show up in game. I'm at a loss, any ideas? Mesh is attached below atronach.nif
-
Hey, Just as I did in Skyrim, wanted to alter skin glossiness in nifskope for Fallout 4. However the first thing I noticed, that nifskope rendered skin color in black. I experimented with different values under LightingShaderProperty, but nothing worked over 30. I tried to take a look at it ingame. Skin color is normal, though glossiness didn't show up. Never modded Fo4 before so I am bit clueless. Anyone could point me out what I should edit?
-
[SEARCH] NIF Optimizer SSE to SLE
poblivion posted a topic in Request & Find - Skyrim Non Adult Mods
Hi I'm looking for some simple Nif Optimizer that can convert nif from SE to LE. Can someone recommend some to me? Thanks- 2 replies
-
- nif
- nif optimizer
-
(and 2 more)
Tagged with:
-
I'm currently using Facial Piercings. Some of the sets are only on the right side of the face; is there a way to reflect them over an axis and have the meshes be on the left side? For example, the eyebrow piercings are only the on right brow, but I would like them on the left.
-
Using Nifscope I created one piece of furniture with one furniture marker with two furniture positions A and B. Furniture pos. A is for an npc, pos. B is for the player, with different animations for each. The actors can use the furniture separately or simultaneously. All is playing well - except for the z position. Although the furniture markers have offset values x, y, and z, only the x and y offsets are played correctly, but the z offset (the height the animation should be played) remains the same for both, although their offset is 50 units. Is this a Nifscope issue, or is it generally impossible to play each furniture position animation at a different height?
-
- nif
- furniture marker
-
(and 4 more)
Tagged with:
-
I fairly often get this issue where an item of clothing ends up with a very washed out to glowing appearance, despite the settings in the NIF being comparable (as far as I can tell) to other clothing items, and the textures being of comparable luminosity. It's driving me nuts, and I wonder if someone knows the "obvious" fix for this problem. Most often it happens to jewelry items, getting a "glow-in-the-dark" appearance. This time it's happening with plain cloth. Below are screenshots of a kilt mod I'm trying to do something with, compared side-by-side with a Tera armor of similar luminosity. The textures are comparable but the end results when viewed in NIFSkope, Outfit Studio, or Skyrim, are that the kilt is very washed out, with an over-exposed look, and practically glowing. Looking in the NIF, nothing seems unusual about it compared to other clothing items. If I make it the kilt's settings more like typical clothing (e.g. give its specular color as white) it gets much, much worse (it's presently set to red for no particular reason other than it being kind of dark). But taking it all the way down to black doesn't really fix it either, and I have concerns that doing extreme things like this will screw it up in ENB anyway. It should be as consistent with other in-game clothing as possible. I've been bashing my head against this all day, and am finally at the DIY failure point, so am now begging for help from people who actually know what they're doing. :-) Here's the textures: And the NIFScope results: (ImgBB seems to have connectivity issues today, so the full versions may load slowly.) The difference is even worse in Outfit Studio, with the tartan details blurred out by "bloom". The normal map for the kilt has alpha (the bottom edge of the kilt is a bit ragged from wear, accomplished by some transparency), though the bulk of the garment has a "solid" normal map, like most clothing does except where the transparency is needed. The NIFs and textures are 7ZIPped up here for direct comparison: https://mega.nz/#!McJ2UIID!L8B9HTDeMpW2-1FWVvbjHE_BCrO0z-Tjg3EBfZ9K50c. PS: If this gets resolved and I can release something, I'll give a shout-out to whoever helped me get past this problem, in the mod's ReadMe. :-)
-
Hi, recently started to learn animating with blender so I can make some new animations for sexlab. I downloaded all stuff, like anton tools, blender 2.4.9 with python + nif plugin etc. I know how to animate in blender, but Im struggling with getting the import of nif files into it. I used already included female body in anton tools and animated it, also converted into SSE...working fine ingame. Thing is that body does not fit my body perfectly which I use made in bodyslide, so I want to import somehow my body into blender for future animations. I assume that I need to import skeleton_female.nif + femalebody_1.nif (+limbs), but blender is saying :" Python script error: Check console " I read somewhere that I need to change the version of nif in nifskope, so I did with skeleton_female.nif - Version from 12 to 11 and Version2 from 100 to 36 - Does not work either. Anyway here is what my console says: Blender NIF Scripts 2.5.9 (running on Blender 249, PyFFI 2.1.11) Traceback (most recent call last): File "C:\Users\DAVE\AppData\Roaming\Blender Foundation\Blender\.blender\script s\bpymodules\nif_common.py", line 1235, in gui_button_event self.gui_exit() File "C:\Users\DAVE\AppData\Roaming\Blender Foundation\Blender\.blender\script s\bpymodules\nif_common.py", line 1598, in gui_exit self.callback(**self.config) File "C:\Users\DAVE\AppData\Roaming\Blender Foundation\Blender\.blender\script s\import\import_nif.py", line 3771, in config_callback importer = NifImport(**config) File "C:\Users\DAVE\AppData\Roaming\Blender Foundation\Blender\.blender\script s\import\import_nif.py", line 170, in __init__ data.inspect(niffile) File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1286, in inspect self.header.read(stream, data=self) File "C:\Python26\lib\site-packages\pyffi\object_models\xml\struct_.py", line 354, in read attr_value.read(stream, data) File "C:\Python26\lib\site-packages\pyffi\object_models\xml\array.py", line 30 0, in read elem.read(stream, data) File "C:\Python26\lib\site-packages\pyffi\object_models\common.py", line 691, in read % (length, stream.tell())) ValueError: string too long (0x00010000 at 0x0000003A) Please help I guess Im only a few steps from my goal and this is so frustrating after searching the internet for solution for like a week
- 1 reply
-
- blender 2.49
- skyrim
-
(and 3 more)
Tagged with:
-
Hello so i have modified a outfit from being female only to work with the Feminized Sissy Sluts mod i have done this using the newest version of blender with nif plugin but no matter what i do i can't get it to work in the fallout new vegas version of bodyslide what i am trying to do is export the changed model as a obj and then import it into Bodyslide so i can change it to a nif but Bodyslide shows up with a error saying unweighted vertices and i know it is something i am doing wrong in blender but this is the first time i have done anything with models so i don't know what to do please if anyone can help that would be great thanks. p.s sorry for my horrible spelling and punctuation.
-
Am I stupid? I haven't the faintest idea on how to get the niftools plugin to work with 3dsmax (I'm using the 2021 version). the installation instructions simply say to use an installer - which doesn't exist, or to copy a certain .dlu file into the plugins map of your 3dsmax installation directory - a file which I can't seem to find. I haven't found any videos or explanations on the internet either. Anyone know how to properly install the plugin? I need it in order to add a BSdismemberskininstance to some meshes, so if any of y'all know a better way to add something like that, I would appreciate if you could tell me. Thanks in advance!
-
I have a problem with a mesh (Yes... Again...) I'm trying to make a new outfit for the follower I've created, and I'm learning how to assemble varius pieces. I've managed to cut pieces from vanilla meshes. One of the mesh was really poor of polygons the butt was so pyramidal... So I did some researches on internet to increase polygons and I found an usefull program called Meshmixer. That's what I've did: 1° I've loaded the poor polygons nif file on Outfit Studio. 2° Exported the file into OBJ, 3° Opend the OBJ. file into Meshmixer 4° Added more polygons (the process is really fast and easy, I'll let the link of the turotial that I've used) 5° Saved and exported the file to OBJ. (the program has 2 options with and without vertex, I've tried both) 6° Opend again the file into Outfit Studio - Setted base shape, conformed all and copied bone weight 7° Exported to nif Now here's the problem... My mesh has no textures, even if I changed it on Nifskope, and the mesh doesn't seem like classic mesh without textures. instead of the classic "no image texture" is totally pink.... and on nifskope isn't showed with the classic purple but is totally white. (the mesh was pink even during passage 6 and 7) I've searched on internet for my problem but didn't found something similar. Can someone suggest me how to fix this and explain me what I've did wrong? Tht's how the mesh appears on Outfit Studio: Tht's how the mesh appears on Nifskope: That's how you can export files on Meshmixer: And that's the turioal I've used to increase polygons: I Hope I wrote every usefull information and hope you can help me >.<
- 4 replies
-
- mesh
- outfit studio
- (and 8 more)
-
Version 1.1
665 downloads
A lot was lost when Hall of Torque stopped hosting files including everything needed to mod SAM, so i'm re-uploading these files for modders who want to make SAM even more amazing then it already is, the main highlight of this package is the ability to refit or make new armor and clothing for SAM. *Disclaimers* 1. I'm not a modder myself and won't be able help anyone with these files, if you need help, please start a thread in the forum's. 2. The PDF Refitting Tutorial included was made for Body Slide 2 and Nifskope 1.1.3, Not for current versions, interface and other changes are likely to appear. Credits S.A.M, Tools and Original Release by Vector Plexus Backups Were Provided by Chompy Body Slide by Ousnius & Caliente Rebol by REBOL Technologies Body Morph by Expired NifSkope by NifTools SAM EULA Download SAM Here Previews of the SAM Body Can Be Found Here