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Need Help with converting Skyrim headwear to Fallout 4


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Posted

I wanted to port http://www.nexusmods.com/skyrim/mods/14205/ to Fallout 4 (for personal use only). I was expecting it to be simple. Paste them over, fiddle a little bit with the meshes so they're linked to the Fallout 4 ones instead of Skyrim's, and them create a plugin file. The plugin itself, from what I'm aware, is fine.

 

However, when I equip the ears for testing, I get the "Mesh not found/mesh error" red triangle thing. I figured that an easy fix would be to just paste the ears itself into an already existing Fallout 4 mesh (don't know what I was thinking there, I'm no good with meshes). However, nifskope just keeps giving me different errors (not even kidding, its random every time, however, the main error I seem to receive the most is "failed to map parent link NiNode | 'Insert Random Node here'".

 

Is there anything at all that I can do, or am I just wasting my own by trying because its impossible? Again, I barely have any idea what I'm doing, I've only recently started fiddling around with Fallout 4's meshes. With Skyrim's and the previous Fallout games, fiddling with their meshes seemed so much easier than this and I rarely had any problems with them.

Posted

First thing to do is make sure the mesh in the nif file is in the proper format. Fallout 4 *requires* them to be BSSubIndexTriShape for equippables and BSTriShape for ground objects, furniture, buildings etc. If it is in NiTriShape then it's still in Skyrim format. You must convert it.

 

Now, to do that there's 2 methods.

  • Import it into 3DS max using the FO4 compatible Niftools plugin.
  • Then export it in FO4 mode.
  • Then take it into BodySlide.
  • Modify as needed (move to proper Z axis, weight paint, etc) then export again.
  • Then edit in NifSkope to add material file links and the what not.

I've had mixed results with that. My preferred method is:

  • Load FO3/NV/Skyrim nif into BodySlide
  • Export FBX into Maya
  • Edit as desired, weight paint, etc
  • Export back to FBX into BodySlide as a new project
  • Reposition into FO4 locations
  • Export nif.
  • Edit material file parameters of nif in NifSkope.
  • Put into game.

Seems like more work but I've had it work. In the case of helmets I've had some mixed results as well. One for some reason kept coming up upside down. I ended up copying the node tree from my newly created nif, pasted into a FO4 vanilla one (flight helmet), deleted the original mesh in vanilla nif, then saved as a new file. Loaded back into BodySlide, repainted weights and exported. Oddly that suddenly worked and I can't explain why.

 

**Edit: Actually if you're just doing a helmet from Skyrim to FO4 you can just export to OBJ/FBX, create new project, then import and use the move on Z-axis either -120 or -240 for most head pieces. I tried the wolf ears and it looked like -240 worked for me.

Posted

In case you need a visual guide. I did a quick video demo. I already had an esp made for something else so I just re-used it's recipe/slot. I copied the texture file and created the material bgsm before recording. I assume you would know how to do that. If not check my channel I have a video for the material files too. Here's the quick conversion and into game for wolf ears in under 4 minutes. Probably could have been 2 if I wasn't going slow for recording purposes. 

 

Youtube video:

 

 

 

 

Posted

In case you need a visual guide. I did a quick video demo. I already had an esp made for something else so I just re-used it's recipe/slot. I copied the texture file and created the material bgsm before recording. I assume you would know how to do that. If not check my channel I have a video for the material files too. Here's the quick conversion and into game for wolf ears in under 4 minutes. Probably could have been 2 if I wasn't going slow for recording purposes. 

 

Youtube video:

 

 

 

 

 

That worked, thank you.

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