I was having a hard time getting a custom collision (that I made in Blender) to actually work in-game, could always walk right through it. I literally cannot believe, after years of modding, that it never occurred to me to just go down the list of all those variables side by side and match them. Now my mesh works, bless you.
nice video man thank you for making it, do you know of a way i can get into blender and nifskope i want to make world objects like buildings etc but i cant find a guide for the life of me.
The very first thing I'd do is get to know the GECK and be able to spawn static items like the world objects and buildings you want to create yourself. That way you can have a reference for the quality of the objects in the game. A lot of items you see are not fully 3D, the textures make it seem like they are. Many features on objects in new game are all 3D but New Vegas is old and isn't on that level of quality. Get comfortable with how the game's assets are overall. Next, you either get to know Blender from scratch or just follow any tutorial and advice you can find on modelling what you want. Most items like world objects, say, boxes, are just a box with some textures, nothing special. Houses and the like are more involved. In general it's of medium diff for most objects in the world if you know what you're doing with this sort of stuff. Outfits are harder and guns are even harder and so on and so forth but they all follow the same philosophy: getting better at Blender. Either generally or strictly on what you need. Your call really. Without Textures you can't do anything more that's of substance. You can do Textures in Blender but that doesn't really work for New Vegas. You have to learn how to use either Photoshop, Paint.net (which is free), Gimp (also free), or some other similar program. That way you can export UV Maps and paint them in these programs. Painting them really is more graphic design. You can bypass that by finding free textures of the objects you want, like boxes or containers and such. But you still have to ' place ' these textures into the UV Map the same way. Blender and Photoshop/Paint need their own plugins for all of this to work. Assets made in Blender like a house that are meshes need to be exported in ' .nif '. You will probably need to make collision meshes in Nifskope which is recommended instead of doing them in Blender. Then there's some other stuff I am currently learning myself about nifskope but when you get that too you are basically done with you new 3D asset, house, box, crate, car, whatever. The more complex the item the more it takes but that will be easier to learn if you have conquered the basics and done some first assets. For your textures that the ' .nif ' will use, you do the usual UV painting and then export as a ' .dds' file. This and nif are what the game reads, nothing else will work. Once you have your dds and niff you have to put them in the right place. If you navigate your textures of the game itself you can see the file structure and what folder goes in what folder. You need a mod manager like M02 to make this work effectively, so you create a new mod in that manager and place your niff and texture inside the mod folder with the right structure. Once done you load your mod into the GECK as active file. Make a Texture set for your dds file texture. The game will handle the rest. Texture sets, assets, really anything into the game has a unique ID so always name them with a pattern so you don't go looking around like an idiot in the GECK, trust me it sucks to go through that. Once you have the texture set ready, I'm not sure abou this part but you find your niff in the GECK list on the left pane and just apply the texture set. If you painted your dds right in photoshop/paint etc. then it will wrap around where everything should be and you are basically done. I recommend paint.net (NOT microsoft paint or other paint programs that come with windows) since it has the plugins ready and from my experience they work better than in photoshop and are more straight forward. Of course all textures have different settings. What I prefer to do is work my textures in photoshop with which I am familiar and then put them into paint and then export through there, it works like a charm, but you can just get to know paint.net and skip the stupid photoshop step I do, really it isn't worth it. I'm just a victim of circumstance. it's possible I'm forgetting a lot of mini steps and to be sure there are more tiny settings you need to set up in Blender to export your niff right, but Blender tells you these errors, so there you can mostly manage. There are tutorials for nifskope online, entire pdfs, and videos too, forums... search and grab EVERYTHING you find because it is not easy to find good info on all of that online. I myself have pieced together all of that info to make it. Another advice is, if you are not familiar with painting textures and putting them in the game and all that, get a BSA extractor. I use BAE (lmao name). That way you can extract the dds files of the game and paint over them to do your own re textures, it helps with getting to know UV painting and the program you work on + you can learn the process of putting them in the game by doing re textures first. In all fairness you will do re textures for weapons and such if you want custom textures for a world, so it's a good place to start there for textures. Try discord servers for tips and help, try being part of a team of people that work on something so you can learn from there and see their processes. Check videos, forums, comments on the other side of the internet, try piecing together stuff, piecing together info, reverse engineering the game and the files with the right programs at hand, try literally anything you can. Get FNVEdit (xEDIT) too. There are other programs to do all of this but this is how I got to know it and once you do all of that and it succeeds you will feel a lot better and a lot more familiar with the entire process and how everything really works. It's hard at first but don't fret. To make changes to the world you will need FNVEdit and FNVLODGen to generate LOD and in xedit ' mark edited ' or somehing like that, this will reflect your stuff nicely without errors and broken textures. Be sure to import nifs from the game so you can make your own 3D assets in the same size so they won't look weird in-game. They have to be done on roughly the same of assets in the game. A shipping container has to be considerably larger than a car because a car in the game is one of the bigger items that would fit and be transported in such a container, so you make your container mesh big enough to fit the bigger items. That way, anything smaller will fit in, nevertheless the size will be right. Sorry for this book of a comment, I am just being rubbed wrong by the fact that it is really hard to find consistent info on all of that and most people may even point you to different routes and processes that do not follow what you may have already done and succeeded in, which is harmful, so I impart with you all I can generally say without too many details, I hope it helps. If you need more help with all of this or something specific I can help you out more.
@@protocolsummit103 damn. thanks alot for all this. i have saved this comment to a text file for reference in the future. 9 months later but still appreciated. atleast you took the time to answer unlike the video maker lol. thank you.
@@ChadNobark No problem man I was and still am just like you looking around for that kind of stuff, we the community are all we got in this so if I know something I share. Hope you get a hold of it in the future and be able to make the stuff you want in this awesome game 🤙
Hello, so i've problem here with show collision that doesnt show up after create Havoc (Yellow line). Can i just takes collision from another object from FO4 or do i need to create one? since i've custom item i want to add to games.
One question @kabydon2 do I need to do something first to my nif so that NifSkope can show the Collision in the render window? When you say on 07:18 that you need to click on Show Collision button to see it's collision I can see yellow markings indicating the collision of your hat in your video but if I do the same thing, nothing happens. I don't understand what I'm missing.
I need help, I'm trying to put two nifs together by copying the hole branch of the first nif and paste it in den scene root of the second nif. But when I'm trying to use it in Creation Kit the whole Kit crashes and shuts down with no comment!! What do I do wrong?
I was having a hard time getting a custom collision (that I made in Blender) to actually work in-game, could always walk right through it. I literally cannot believe, after years of modding, that it never occurred to me to just go down the list of all those variables side by side and match them. Now my mesh works, bless you.
nice video man thank you for making it, do you know of a way i can get into blender and nifskope i want to make world objects like buildings etc but i cant find a guide for the life of me.
The very first thing I'd do is get to know the GECK and be able to spawn static items like the world objects and buildings you want to create yourself. That way you can have a reference for the quality of the objects in the game. A lot of items you see are not fully 3D, the textures make it seem like they are. Many features on objects in new game are all 3D but New Vegas is old and isn't on that level of quality. Get comfortable with how the game's assets are overall.
Next, you either get to know Blender from scratch or just follow any tutorial and advice you can find on modelling what you want. Most items like world objects, say, boxes, are just a box with some textures, nothing special. Houses and the like are more involved. In general it's of medium diff for most objects in the world if you know what you're doing with this sort of stuff. Outfits are harder and guns are even harder and so on and so forth but they all follow the same philosophy: getting better at Blender. Either generally or strictly on what you need. Your call really.
Without Textures you can't do anything more that's of substance. You can do Textures in Blender but that doesn't really work for New Vegas. You have to learn how to use either Photoshop, Paint.net (which is free), Gimp (also free), or some other similar program. That way you can export UV Maps and paint them in these programs. Painting them really is more graphic design. You can bypass that by finding free textures of the objects you want, like boxes or containers and such. But you still have to ' place ' these textures into the UV Map the same way.
Blender and Photoshop/Paint need their own plugins for all of this to work. Assets made in Blender like a house that are meshes need to be exported in ' .nif '. You will probably need to make collision meshes in Nifskope which is recommended instead of doing them in Blender. Then there's some other stuff I am currently learning myself about nifskope but when you get that too you are basically done with you new 3D asset, house, box, crate, car, whatever. The more complex the item the more it takes but that will be easier to learn if you have conquered the basics and done some first assets.
For your textures that the ' .nif ' will use, you do the usual UV painting and then export as a ' .dds' file. This and nif are what the game reads, nothing else will work. Once you have your dds and niff you have to put them in the right place. If you navigate your textures of the game itself you can see the file structure and what folder goes in what folder. You need a mod manager like M02 to make this work effectively, so you create a new mod in that manager and place your niff and texture inside the mod folder with the right structure. Once done you load your mod into the GECK as active file. Make a Texture set for your dds file texture. The game will handle the rest. Texture sets, assets, really anything into the game has a unique ID so always name them with a pattern so you don't go looking around like an idiot in the GECK, trust me it sucks to go through that. Once you have the texture set ready, I'm not sure abou this part but you find your niff in the GECK list on the left pane and just apply the texture set. If you painted your dds right in photoshop/paint etc. then it will wrap around where everything should be and you are basically done.
I recommend paint.net (NOT microsoft paint or other paint programs that come with windows) since it has the plugins ready and from my experience they work better than in photoshop and are more straight forward. Of course all textures have different settings. What I prefer to do is work my textures in photoshop with which I am familiar and then put them into paint and then export through there, it works like a charm, but you can just get to know paint.net and skip the stupid photoshop step I do, really it isn't worth it. I'm just a victim of circumstance.
it's possible I'm forgetting a lot of mini steps and to be sure there are more tiny settings you need to set up in Blender to export your niff right, but Blender tells you these errors, so there you can mostly manage. There are tutorials for nifskope online, entire pdfs, and videos too, forums... search and grab EVERYTHING you find because it is not easy to find good info on all of that online. I myself have pieced together all of that info to make it.
Another advice is, if you are not familiar with painting textures and putting them in the game and all that, get a BSA extractor. I use BAE (lmao name). That way you can extract the dds files of the game and paint over them to do your own re textures, it helps with getting to know UV painting and the program you work on + you can learn the process of putting them in the game by doing re textures first. In all fairness you will do re textures for weapons and such if you want custom textures for a world, so it's a good place to start there for textures.
Try discord servers for tips and help, try being part of a team of people that work on something so you can learn from there and see their processes. Check videos, forums, comments on the other side of the internet, try piecing together stuff, piecing together info, reverse engineering the game and the files with the right programs at hand, try literally anything you can.
Get FNVEdit (xEDIT) too. There are other programs to do all of this but this is how I got to know it and once you do all of that and it succeeds you will feel a lot better and a lot more familiar with the entire process and how everything really works. It's hard at first but don't fret. To make changes to the world you will need FNVEdit and FNVLODGen to generate LOD and in xedit ' mark edited ' or somehing like that, this will reflect your stuff nicely without errors and broken textures. Be sure to import nifs from the game so you can make your own 3D assets in the same size so they won't look weird in-game. They have to be done on roughly the same of assets in the game. A shipping container has to be considerably larger than a car because a car in the game is one of the bigger items that would fit and be transported in such a container, so you make your container mesh big enough to fit the bigger items. That way, anything smaller will fit in, nevertheless the size will be right.
Sorry for this book of a comment, I am just being rubbed wrong by the fact that it is really hard to find consistent info on all of that and most people may even point you to different routes and processes that do not follow what you may have already done and succeeded in, which is harmful, so I impart with you all I can generally say without too many details, I hope it helps. If you need more help with all of this or something specific I can help you out more.
@@protocolsummit103 damn. thanks alot for all this. i have saved this comment to a text file for reference in the future. 9 months later but still appreciated. atleast you took the time to answer unlike the video maker lol. thank you.
@@ChadNobark No problem man I was and still am just like you looking around for that kind of stuff, we the community are all we got in this so if I know something I share. Hope you get a hold of it in the future and be able to make the stuff you want in this awesome game 🤙
@@ChadNobark Reply there in the future if you get lost or need help in general and hopefully I will be able to help you 👍
@@protocolsummit103 phenomenal stuff dude thank you!
Quality video, very well explained thank you, I'm one happy chappy
Hey, when I try to translate my mesh nothing happens.. Any Idea what the problem might be?
Hello, so i've problem here with show collision that doesnt show up after create Havoc (Yellow line). Can i just takes collision from another object from FO4 or do i need to create one? since i've custom item i want to add to games.
One question @kabydon2 do I need to do something first to my nif so that NifSkope can show the Collision in the render window? When you say on 07:18 that you need to click on Show Collision button to see it's collision I can see yellow markings indicating the collision of your hat in your video but if I do the same thing, nothing happens. I don't understand what I'm missing.
your mesh doesn't have collision probably
Can you make video about improving collisions for existing static world objects?
the concept should be very similar, look at bits of nifskopery on the nexus for more info
I need help, I'm trying to put two nifs together by copying the hole branch of the first nif and paste it in den scene root of the second nif. But when I'm trying to use it in Creation Kit the whole Kit crashes and shuts down with no comment!! What do I do wrong?
Can you do a door with animation/mopp?