» Mon Jun 18, 2012 2:01 am
There are currently no exporters that can create Skyrim NIFs. To export the model from the 3D-Program of your choice, simply save as .OBJ. From that point on you work with Nifskope and it doesn't matter which program you used to create the mesh. No need for separate tutorials that only differ in the first couple of seconds.
You can create anything that isn't rigged or animated on its own, items, static clutter, buildings, etc. Simply export as .OBJ or .3DS and import into a vanilla NIF file using Nifskope. Best pick one of similar size or with a simple collision geometry like the Dwemer Cubes so that you can manually edit the collision-mesh vertices. This is neccessary because Nifskope can't (currently) create Skyrim's new (tiny) collision meshes, the Oblivion and Fallout collision meshes it can create are about 100x too big.
With a bit more effort you can also create Weapons, Helmets, Shields and Boots, (i.e. equipment that isn't rigged or animated) for this you need to import your model and rotate/transform it to exactly match the location of the original mesh, and make sure to keep all other data (animation nodes etc.) intact.
Body Armor and Creatures can't be made at the moment, at least not without considerable effort and solid knowledge of the NIF format and how animations work in Skyrim.
Previous games had fanmade exporters for 3DSMax, Maya and Blender, those are still being worked on, you can follow development in the http://niftools.sourceforge.net/forum/. The only official exporter that was ever released was for 3DSMax and Morrowind, so don't count on one.