Any word on Nifskope and when it'll be compatible with Skyri

Post » Wed May 16, 2012 8:09 am

I have lots to do. Lots to do. :D
Anyone know of any news?

Thanks!
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Matt Fletcher
 
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Post » Wed May 16, 2012 9:34 am

This help?

http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178
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Jhenna lee Lizama
 
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Post » Wed May 16, 2012 5:29 am

This help?

http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178
Ooooh. Haven't started up Max since I installed Skyrim, but this could change things.
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Sammie LM
 
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Post » Wed May 16, 2012 8:38 am

This help?

http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178
Yeah, thanks! :)
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Hope Greenhaw
 
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Post » Wed May 16, 2012 4:16 am

Yeeeessss. Now if only it came with a 2010 version...

*goes to upgrade*
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A Boy called Marilyn
 
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Post » Wed May 16, 2012 10:26 am

Yeeeessss. Now if only it came with a 2010 version...

*goes to upgrade*

Yes it says it has the 2010 version as well in there -- I installed it today for 2009 and it is mostly working -- Have had a couple errors but overall it seems to work well but can not test exports since I do not have a working version of Nifskope to load them in yet.
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Richard Thompson
 
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Post » Wed May 16, 2012 3:57 am

This help?

http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178
Damn, really? I haven't used that in half a decade. I love my Blender, but looks like I'll need to use 3DS Max too for a while. I'll still do all the real work in Blender though, sans the rigging. Dwelmer Cyborgs, here I come!

Hey, anybody know/willing to ask how long they think it will be before we can import and export skeletons, and vertex weights? I'd do it myself, but for some reason they seem to think I'm a spam bot.
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darnell waddington
 
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Post » Wed May 16, 2012 11:39 am

Yes it says it has the 2010 version as well in there
That's what I get for commenting before I read. All I saw was "compiled with 2011/2012." I can confirm that it seems to work for 2010, though. Awesomesauce :D

This is the best modding community ever :celebration:
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nath
 
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Post » Wed May 16, 2012 4:06 am

This is the best modding community ever :celebration:
I must agree wholeheartedly agree. Damn, I love this place all the awesome people in it.

Long live the BGMC. :tes: :fallout:
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SaVino GοΜ
 
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Post » Wed May 16, 2012 7:25 am

The current version of Nifskope (1.0.22) is already mostly compatible with skyrim. The major issue is BSShaderProperty which does not follow the established conventions from Fallout 3. You can open files for viewing but cannot save without tricks. The reason is that you have to change base class of the property which no longer makes it a property.

The next issue is material handling has changed again so the NiGeometry property changes for skyrim will have to adapted to. But then I hear they are planning some wholesale rewrite or something so it will probably longer than this would take.

throttleKitty has a nif.xml floating around that is mostly compatible. Here is my variant of tk's. http://www.mediafire.com/?ac2ykkcqhaf4t14. This one allows read/write but has problems with some nif files.
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sas
 
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