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Convert Fallout/Oblivion Weapons,Armors,etc.. to Skyrim compatible version


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Posted

Interesting.

 

Is it legal to interchanges\Hack Game data Between Betsheda games as modder resources?

 

I reckon Nexus won't allow such things.

Is it allowed here?

Posted

About the same method used for ripping from one game to another, but you have the advantage that you can actually get it natively into Blender/Max in its original state rather than in an idle animation.

 

Here's the skinny on it: Basically you import it into Blender (I'm using Blender as a point of reference since that's what I use), then you delete the skeleton, then you import the skeleton from the other game and parent it to that skeleton then you open up something similar and do a Bone Weight Copy to get the proper weighting/rigging for that game and its skeleton, then do any manual weighting if needed.

 

BUT I don't think hair is actually weighted. It's actually very confusing and uses tri files, which are still quite an enigma to most modders outside the small group that specialized in that stuff. It's some really confusing command-line crap with Growlf's The Conformulator which I believe to this day is still the only thing that we have to make tri files...

 

These links might help you out:

http://oblivion.nexusmods.com/mods/37391

http://niftools.sourceforge.net/wiki/Oblivion/Creating_New_Hair_Meshes

 

I -think- ThrottleKitty, Growlf, and Ren were the main ones for hair stuff back in the day. You can probably find some good tutorials out there, look for mostly Oblivion stuff since it's probably still relevant.

 

Though, it will be extremely dependent on what game you're porting to. Not all games use the same system Bethesda games use.

Posted

I tried porting the hairstyle I wanted using that tutorial, but Skyrim adds dismember crap to the hair (on account of the decapitation power attack, methinks), and removing it is a whole nother thing. I wish porting crap from Skyrim to previous games was simple...

  • 4 months later...
Posted

Yes it's possible I have just converted a weapon from Fallout to Skyrim.

you need first open the Fallout's NIF file on the 3dmax or Blender using the NIF Plugin,make sure to uncheck the collision,skeleton etc. the entire list of the first box.

and also don't import animations.  but do check the Vertex Colors, Auto Smooth Mesh, Remove Illegal Faces, FLIP UV, Render Texture, Ignore Root Node, Use Nif tool Shader. after importing the Mesh into the 3dmax/Blender

then export it again using the NIF Plugin. uncheck everything except Sort Node , Flatten Heirahcy ,Collapse and zero transformation, without Animation NIF, NiNode.

 

now open the Skyrim mesh that closely resembles the mesh that you are gonna convert (let's say it's SMF (Skyrim Mesh File)), also open the exported mesh from the 3d max on the NifSkope.(let's says it's EM (Exported Mesh)) find root NiTriShape node of the EM file then Right Click -> Block -> Copy Branch.

 

then go to the SMF and find the NiTriShape that is used for drawing the Textures and the Shape (you can find this so easily. if you collapse this NODE you can obviously find a node that allows you to change its textures).Delete that NiTriShape Node. then go to the Root node of that NiTriShape Node which is the known as BSfadeNode and Right Click -> Block -> Paste Branch. (if it goes out of the tree then you have to put it inside the branch ,it's easy click on the BSfadeNode Node then go to the Block Details Menu placed in the Bottom of the NifSkope then find the Children -> Change the Children number to the number of that NiTriShape's Node so it will be automatically placed inside the branch of the BSfadeNode)

now your file is ready to some extend. but don't do anything yet. now save the File (let's says it's EMS (Exported Mesh Skyrim))

 

close all NifSkope files and Open just the EMS,SMF. files.

now your NIF file is ready to imported to Skyrim but still the Shader is not compatible with the Skyrim so you have delete the Shader Branch from EMS and import the Skyrim Compatible Shaders from the SMF file.

go to the opened EMS file and find the NiTriShapeNode and find the subNode called BSLightingShaderProperty ,right click -> Block ->Delete Branch.

REMEMBER there could be multiple NiTriShapeNode but what you want to select is the NODE that contains the Texture paths of this NIF file.

 

then go to the SMF and find the NiTriShapeNode under there is a node called BSLightingShaderProperty , right click on it -> Block -> Copy Branch.

then come back to the EMS and go to the above mentioned NiTriShapeNode and right click -> block -> paste branch.

 

now on the EMS mesh file. go to the NiTriShapeNode -> BSLightingShaderProperty -> BSShaderTextureSet -> Give the correct paths of the appropriate textures.

mainly there are two types of texture main DDS, Normal DDS (which is used to show the depth of the texture). you have to make them on Photoshop. if you don't know just ask it. I will teach you how to do that too.

 

then save the NIF file and Import to the Creation Kit.

 

 

 

Posted

Interesting.

 

Is it legal to interchanges\Hack Game data Between Betsheda games as modder resources?

 

I reckon Nexus won't allow such things.

Is it allowed here?

 

 

It doesn't allow in Nexus but in here it's fine as far as I know.

  • 3 weeks later...
Posted

"

Sorry, we couldn't find that!


 

[#10340]

We could not determine which topic you were attempting to view."  ISs what I get when I click that link, can you point me to another tutorial/reference on how to do this ?, as its something I'm tinkering with myself

Posted

 

Interesting.

 

Is it legal to interchanges\Hack Game data Between Betsheda games as modder resources?

 

I reckon Nexus won't allow such things.

Is it allowed here?

 

 

It doesn't allow in Nexus but in here it's fine as far as I know.

 

 

Vanilla stuff is a NO as far as I know. However you can move one mod into another game if you want, as long as that mod does not use Vanilla assets.

  • 3 months later...
Posted

My apologies for necroing, but if anyone was as confused as me on kepler's guide and since his link does not work anymore, http://tesalliance.org/forums/index.php?/topic/4634-3d-craftworks-importing-weapons-into-skyrim/ helped me quite a bit. However, some clarification is needed:

 

-with the newest version of Nifskope as of now, you can import via .3DS instead of .OBJ. I don't know the difference between the two, but .OBJ did not work for me, so just do import .3DS.

 

-If it wasn't obvious, you're trying to get your mesh in almost the exact spot of the similar looking mesh you have in Nifskope. If your mesh doesn't show up at all (like it's not even on top of the similar looking mesh) it probably just really, really tiny, and you have to scale it up. (Transform -> Edit)

 

-Try to make the blue and red line intersection on Nifskope to match up where you want your character to hold the weapon, and make sure it's facing the right way. In my first test .nif, my guy was holding my imported daggers right on the edge with his thumb and pointer fingers, in addition to the meshes being "backwards". That made it look like I had a pair of throwing knives. Probably don't want that.

Posted

Unfortunately, the guide posted here by kepler007 is to import stuff TO Skyrim, and I want to import TO New Vegas. I've most of the job, I just can't keep it on the head for the life of me.

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