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converting skyrim meshes to oblivion

Submitted by brutal7 on

First off if nifscope can open and convert skyrim meshes to a .obj then I think it is possible to convert Skyrim to oblivion. I dont have blender 3d anymore with the right plugins and everything so i cant test my theory right now. It seems very possible though. What does everybody else think ?

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brutal,

I agree,but you would need blender to work on the meshes in .obj format,then they would need to be converted to oblivion compatable .nif files.Lots of work but imo worth it.?

 

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I have done it before but with tf2 meshes. I made a thread somehwere about a wrench weapon from tf2. And also i am working on this atm.

Edit: Got the mesh converted with blender, but there is no texturing property for it in nifscope.

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You are obviously good with blender [I find it hard to use],but if you could get the .nifs from skyrim modified for oblivion,that would be way cool.

But I think that most guys here are going the other way [oblivion into skyrim].?

 

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I think there is a new version of nifscope that can handle textures too,but lost the link.

Will seach it down.

 

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[External image]

Ok. So let me roundup what i have done. Firstly i extracted the .nif and opened it with a special version of nifscope i heard of. Originally there was no texturing proparty but in blockdetails it told me what textures it used. I extracted as a .obj. from there i opened it in blender and added a basic collision model. Then i exported it using the setting in the picture above and got an oblivion nif with no texturing proparties still.

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http://forums.bethsoft.com/index.php?/topic/1297287-nifskope-110-rc1-out/

Is the above link the same as the nifscope you are using.?

Like I said I am not good with blender,but maybe the skin for the meshes in your converted nif is missing.?

Assuming that every texture must have a base skin.?

Wish I had used blender more.

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yes that is the version i was using. I JUST switched to 1.1.1.

oh and also my skyrim nifs dont have a texturing property

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I have an idea but it might not work.

You say that it told you what texture it used in blockdetails when you imported it.?

So I quess when you exported it back to a nif [oblivion],you could try the same again.?

Is it basically just looking for the path to the texture.?

The reason I have for saying that is because ingame the textures [dds] and meshes [nifs] are in there own folders,so maybe the nif file only needs the texture path.?

BTW: could you give me a link to v1.1.1 please.?

 

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guys ..

Nifscope's home page is located here - http://niftools.sourceforge.net
Nifskope's download page is here - http://sourceforge.net/projects/niftools/files/
 

Blender's home page is located here - http://www.blender.org/
Blender's download page is here - http://www.blender.org/download/get-blender/
You also need the Blender NIF Scripts - http://sourceforge.net/projects/niftools/files/blender_nif_scripts/

And, you need Python 3.2
Python's home page is here - http://www.python.org/
Python's download page is here - http://www.python.org/getit/releases/3.2/

Installation can be a little 'traumatic', so follow the instructions provided in the downlaods closely.

Note that the current version of nifskope cannot read skyrim files. NifSkope needs to be updated so it can import Skyrim NIFs and export them back out as Oblivion NIFs or OBJ files for Blender.

There's a little more on what's currently being done here - http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=3167

and here - http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=3169

Steff

 

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Nifscope can handle Skyrim meshes just not textures.

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I suppose that nifskope will be able to open them soon.  Here's what throttlekitty says about it on the niftools forums ..

 


Re: How to open Skyrim Meshes in NifSkope

Postby throttlekitty » Fri Nov 18, 2011 1:33 am
3dsmax will be a way off, NifSkope will be able to work with the .nifs soon. We have a thread in the Decoding forum.

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and here's a response fro Corwin in the niftools development forum ..

 
Re: Skyrim

Postby corwin » Wed Dec 07, 2011 3:20 pm
nif.xml origin/master @ github @ Amorilia @ 63e6fa9446c5e435c03021bcd666600094a4b970 :
Few issues* found by TES5 test suite:
- this looks strange to me:
<add name="Unknown Float 6" type="uint" vercond="(User Version == 12)">Unknown, always 3?</add>

- you may want to test this, in your "nif.xml":
<add name="Envmap Scale" type="float" default="1.0" vercond="User Version == 11">Unknown</add>
<add name="Texture Translation" type="TexCoord" vercond="User Version >= 12">Offset UVs</add>
against this file:
tes5_bsa/lod/ice/iceberglarge_lod_0.nif

- you may want to test your new "NiParticlesData", in your "nif.xml" with this file:
tes5_bsa/mps/fxdragonhitmps.nif

.
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I think they're still working on it ...

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Hey I want to revive this thread since I still want to get this all working. Does anyone have anything they could input to help me get a skyrim nif into blender and exported to morrowind / oblivion and keep its texturing properties. I believe it needs a UV map. I saw someone on tesnexus who got the skyrim daedric sword into oblivion. I messaged his and he never replied though.

 

http://tes.nexusmods.com/downloads/file.php?id=41647

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This tutorial/link should tell you everything you need to know. :D
My only problem is that when I weight paint, Blender changes my weights a tad on export. =/

Let me know if you have questions that this doesn't solve for you, but I'm pretty sure this should fix your problem; it's a solid tutorial.

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1

(This is telling you how to make a skyrim armour, but in the process you're converting to oblivion format.)

For  the textures, just follow the import and get your object into blender. Then open the UV editor, select the object's faces (press 'A') and load a uv image (the origional texture dds) in the uv image editor. It should all line up properly. :D

I'm trying to get a custom armour into Skyrim; I'm using blender and trying to learn 3ds max, but I keep getting clipping problems because blender changes my vetex weights on export so they're arn't perfectly weighted. =/ 

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Good luck to you!!!  I hope you are able to get this to work.  Bought Skyrim, but have issues with it, I'm not a great fan of change.  Will keep an eye on this line and keep my fingers crossed.

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its actually realitivly easy, you dont have to export as an .obj files all you have to do is change the niheader users from 12 to 11 and  83 to 32 you then delete the bsinvmarker and bsshaderproperty.  then import them as fallout 3 meshes .

 

in blender the meshes dont retain the material but they DO retain the uv map, so just  link the textures back, delete the edge blood spec and wireframe (if a weapon). the rest is just getting it ready for oblivion. which is nothing more then adding hovoc collision.

if you want to use armor, do above with the nihead and just delete all ninode ( you need to drig the armor to import the mesh as fallout).

 

that should cover it, hope it helps.

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I changed the ni header, deleted the bslightshaderproperty, I didnt see any bsinvismarker though. Saved that. When I try to import that into blender as a fallout 3 nif I get a python error...

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Hey Brutal, what's the python error message?

 

Hey Billbob, I'm trying to get a custom armour into Skyrim; I'm using blender and trying to learn 3ds max, but I keep getting clipping problems because blender changes my vetex weights on export so they're arn't perfectly weighted. =/ 
Would you know what I'm doing wrong, by any chance? 

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ICE  man I wish but  I havent the slightest clue  I'm an amatuar here just learning blender, I'm the same guy that took on the  misc item optimization project without having the slightest clue as to what I should do....I know more now but still....

at brutal s my best advce is to delete everything but the  trishapes, its how  I got the weapons in there (actually ported some swords to fallout nv heheh)

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Believe it (or not), theres a discussion going on at niftools that answers a lot of your questions - here - http://niftools.sourceforge.net/forum/viewforum.php?f=38

In real life it look as as if a version of nifskope that will work with skyrim nifs is still in development.

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Billbob: Thanks man, I hear ya. I can get the model in absolutely fine, edit, and even export it and get it into game, the only problem is that in game there are seams between the meshes. Basically two verts, one on either mesh, should be in the same place with the same bone weight, but on export the bone weights change. =/
[External image] [External image]

Once I better understand 3ds max I'm going to try to adjust bone weights in that and re-export...

Steph: Thanks! I'll be looking around on that page to see what I can find. :D

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