How to import 3DS max to Creation Kit?

Post » Sun Jun 17, 2012 6:04 pm

Firstly, which filetypes will the creation kit recognize, and secondly - how do you import them? I've read every page on the wiki's main tutorial page (http://www.creationkit.com/Category:Tutorials) - can't seem to find it. I realise I will get all sorts of bugs and errors not using the default pieces, but oh well. :P
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Danel
 
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Post » Sun Jun 17, 2012 6:20 pm

Niftools has a plugin for 3DS Max you can use in conjunction with NifSkope. Some things don't work, but you can get objects into the game. Here is my house created in 3DS and imported into Skyrim:

http://www.x3dmod.com/ftp/images/skyrim26.jpg

Biggest problem I've found so far with the existing plugin is creating Collision Meshes. There is a workaround, but it is a hassle.

Bottom-line is the existing tools do work (sort of).
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carley moss
 
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Post » Sun Jun 17, 2012 11:25 am

Niftools has a plugin for 3DS Max you can use in conjunction with NifSkope. Some things don't work, but you can get objects into the game. Here is my house created in 3DS and imported into Skyrim:

http://www.x3dmod.com/ftp/images/skyrim26.jpg

Biggest problem I've found so far with the existing plugin is creating Collision Meshes. There is a workaround, but it is a hassle.

Bottom-line is the existing tools do work (sort of).

Niftools? You have a link? A tutorial on how to get it into the Creation Kit library? Nice house btw.
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Brentleah Jeffs
 
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Post » Sun Jun 17, 2012 9:03 pm

Niftools link: http://niftools.sourceforge.net/wiki/

Make sure you get the latest version along with latest version 3DS Max plugin. Both have somewhat support for Skyrim.

I may write a tutorial at some point, but along with everyone else I'm focusing on learning myself.

Right now I want to complete my house which will have modern interior. This is part of a mod I'll be releasing soon.
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Charlotte Buckley
 
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Post » Sun Jun 17, 2012 10:34 am

Right now, Nifskope is indispensable, though.
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James Shaw
 
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Post » Mon Jun 18, 2012 2:31 am

Right now, Nifskope is indispensable, though.
Yes it is because there's nothing else available and the Creation Kit does not address this area (never has).
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Talitha Kukk
 
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Post » Mon Jun 18, 2012 1:36 am

Edit: Nevermind, found it not as a plugin but as an actual program. Thanks again.
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Lily Something
 
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Post » Sun Jun 17, 2012 8:10 pm

Yes it is because there's nothing else available and the Creation Kit does not address this area (never has).
Sorry, got distracted by real life.

I meant, you don't really need the MAX plugins, as you can simply import the 3ds in a NIF using Nifskope.
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Dawn Porter
 
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Post » Mon Jun 18, 2012 1:50 am

Edit: Nevermind, found it not as a plugin but as an actual program. Thanks again.
You will need both NifSkope and NifTools 3DS Max plugin if you are working with 3DS Max.
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Tai Scott
 
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Post » Sun Jun 17, 2012 6:58 pm

I meant, you don't really need the MAX plugins, as you can simply import the 3ds in a NIF using Nifskope.
True unless you need things that the .3ds file format doesn't support (Collision meshes for example)
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Zosia Cetnar
 
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Post » Sun Jun 17, 2012 11:14 am

Ok got my nif, got CK open. I navigate to the file but it says "invalid directory" using the Oblivion tutorial http://cs.elderscrolls.com/index.php/From_3dsmax_to_Oblivion_CS
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Nauty
 
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Post » Sun Jun 17, 2012 11:57 am

the nif will need to live somewhere in the Skyrim\Data\Meshes\ directory.
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stacy hamilton
 
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Post » Sun Jun 17, 2012 8:11 pm

In a quick nutshell:

1. You need to configure NifSkope so it knows where to find files.
2. Create mesh and texture directories (indicated by throttlekitty above)
3. Extract Skyrim meshes and textures into those directories
4. Now you can open Skyrim meshes in NifSkope
5. Create new models in 3DS Max and export as .nif. You'll need the NifTools plugin for 3DS Max
6. Open your created model in NifSkope and do a bunch of work-around's so they can be used by Skyrim
7. Use the Creation Kit to include your custom model in the game.
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Nicole Elocin
 
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Post » Mon Jun 18, 2012 1:28 am

http://www.youtube.com/watch?v=L40qoiuUXL4

There's a walkthrough of getting a model into the game. It's not simple and they have not released a proper exporter so it's on the community to provide.
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Damned_Queen
 
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Post » Sun Jun 17, 2012 8:59 pm

In a quick nutshell:

1. You need to configure NifSkope so it knows where to find files.
2. Create mesh and texture directories (indicated by throttlekitty above)
3. Extract Skyrim meshes and textures into those directories
4. Now you can open Skyrim meshes in NifSkope
5. Create new models in 3DS Max and export as .nif. You'll need the NifTools plugin for 3DS Max
6. Open your created model in NifSkope and do a bunch of work-around's so they can be used by Skyrim
7. Use the Creation Kit to include your custom model in the game.
Step 6 is the part I can't get, I've been trying for hours. Is there any way you could elaborate on that? Also, I'm using Blender and exporting as a Fallout 3 mesh type, is that going to be different?
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helen buchan
 
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Post » Mon Jun 18, 2012 1:41 am

I am editing the NIF of an existing item in the game, but the CK does not seem to be loading my new NIF.

After editing archerytarget01.nif (which i extracted using FOMM), I created a new item form in CK and go to Edit "Model" then Edit "Model File Name" and navigate to my new NIF (which is in Data/Clutter/Common). However, the changes are clearly not showing up in the preview window nor in the game. I DO see my new item with it's new name in the game (I added it to a vendor too), but the geometry is clearly not updated (I flipped it 180 degrees in NifSkope as a basic test).

Currently, my NIF changes are overwriting the same file (archerytarget01.nif) because when I change the file's name even slightly I get an error in CK when I attempt to load it (saying it can't find the model). It seems like CK is still sourcing the original Mesh database, not my new file.

The youtube videos linked to above do not seem to discuss this part (the guy just launches Skyrim and it magically works), unless I somehow skipped it. What am I missing here? Thanks a lot guys, I have some fun mods in store if only I could figure out this simple step heh.
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Imy Davies
 
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Post » Mon Jun 18, 2012 1:58 am

I created a new item form in CK and go to Edit "Model" then Edit "Model File Name" and navigate to my new NIF (which is in Data/Clutter/Common).

If you want to change the original archerytarget01.nif you just have to place the new NIF in the correct place.

Data/Meshes/Clutter/Common/archerytarget01.nif.

You don't need/use the CK for this. If the path is correct, both, the game and the CK will use the new model.
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Brian Newman
 
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Post » Mon Jun 18, 2012 2:29 am

the nif will need to live somewhere in the Skyrim\Data\Meshes\ directory.


How do you get to this directory? My Skyrim > Data Folder only has 8 folders, none of which are meshes. Furthermore, 9 other things (including Skyrim-Meshes, and Skyrim-Textures) are .BSA files, not folders. Can someone explain this. I have a feeling it has to do with steam. I already have a .NIF file, how do I get it into editor?
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Big mike
 
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Post » Sun Jun 17, 2012 5:23 pm

You will need to create the folders you need.
Think of the .bsa archives as zip or rar files. They contain the folder structure and files that you would see in the Data\ folder. Many of us unpack them to a folder somewhere other than Skyrim. It's helpful to reference the files without cluttering up our game folders.
I used Fallout Mod Manager to unpack, BSAopt is newer and should work the same for this as well.
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Nicholas
 
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Post » Sun Jun 17, 2012 8:07 pm

If you want to change the original archerytarget01.nif you just have to place the new NIF in the correct place.

Data/Meshes/Clutter/Common/archerytarget01.nif.

You don't need/use the CK for this. If the path is correct, both, the game and the CK will use the new model.

Thanks for the replies guys. I apologize though, I had a typo in my previous post. I DO actually have the file located inside the Meshes folder. The path is exactly that: Data/Meshes/Clutter/Common/archerytarget01.nif

Still no good. I took a step back and totally removed my custom CK .ESP from the equation all together, hoping the standard archery targets would be effected by my modified NIF (which is flipped 180 degrees upside down). But still no effect in game.

I'll keep searching the web. I must be missing something obvious /palm
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Penny Courture
 
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Post » Sun Jun 17, 2012 11:09 am

in nifskope, try transform>apply. the game usually doesn't ignore the rotations, but one never knows sometimes.
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ILy- Forver
 
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Post » Sun Jun 17, 2012 2:40 pm

TL;DR - I want it in video form

*Insert picture from some dudes gmod tutorial*
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Melis Hristina
 
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Post » Mon Jun 18, 2012 12:33 am

Step 6 is the part I can't get, I've been trying for hours. Is there any way you could elaborate on that? Also, I'm using Blender and exporting as a Fallout 3 mesh type, is that going to be different?
I will elaborate in my upcoming tutorial on this subject. It's somewhat complicated (for me) to explain otherwise. Suffice to say I've been able to successfully import various objects from 3DS, including a house, weapons and armor - so it can be done (with "workarounds").
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Chavala
 
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Post » Sun Jun 17, 2012 5:54 pm

You will need both NifSkope and NifTools 3DS Max plugin if you are working with 3DS Max.
Any more details? the 3DS max plugin link points to nifscope, who is not an importer but an separate program. All the tutorials I have seen import nif directly into max so I'm missing something.

Feeling more and more confused, nif plug-in for blender demand that I downloaded an earlier version, then demand that I install python while the python installer only let me install documentation.
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Naazhe Perezz
 
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Post » Sun Jun 17, 2012 10:00 pm

I will elaborate in my upcoming tutorial on this subject. It's somewhat complicated (for me) to explain otherwise. Suffice to say I've been able to successfully import various objects from 3DS, including a house, weapons and armor - so it can be done (with "workarounds").
Thank you, it will be very helpful.

I've actually made some progress (using http://skyrim.nexusmods.com/downloads/file.php?id=3790). I can get my model into the ck successfully, my only problem now is that I can't move it around once it is in the render window (other objects move just fine), and I'm not sure how (if it's even possible yet) to get collision to work.
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Averielle Garcia
 
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