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Fallout 76 .nif

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silverm9
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Fallout 76 .nif

Post by silverm9 »

Fallout out 76 .nif files dont work with the current noesis script (some only import the armature, some give a 'list index out of range')
here have a sample: https://drive.google.com/open?id=12g05a ... nV7mpuUFV0
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shakotay2
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Re: Fallout 76 .nif

Post by shakotay2 »

yeah, what a monster of a script! :D You'll have to wait 'til someone patches it for FO 76.
Meanwhile u could try out hex2obj (view links in my sig):
pipboy2000.png
(one submesh only)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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shakotay2
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Re: Fallout 76 .nif

Post by shakotay2 »

"part 2"
pipboy2000_part2.png
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
danielkarloskar1
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Re: Fallout 76 .nif

Post by danielkarloskar1 »

BIG thanks for sharing this, and info.
Its a big if, but, can you find the land lods/meshes, and technicly, import them into fo4?
ArtyDoesStuff
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Re: Fallout 76 .nif

Post by ArtyDoesStuff »

Hot damn, this is great!

I do wonder if it's possible to export rigged models, though?
EPYCSPYDER
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Re: Fallout 76 .nif

Post by EPYCSPYDER »

danielkarloskar1 wrote: Thu Nov 22, 2018 3:21 pm BIG thanks for sharing this, and info.
Its a big if, but, can you find the land lods/meshes, and technicly, import them into fo4?
fallout 4 used a dds image to generate the landscape, It's probably still the same.
qs12
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Re: Fallout 76 .nif

Post by qs12 »

The blender and noesis script is out of date from importing the .nif files, However NifSkope 2.0 Dev can open and export the models as .obj https://github.com/jonwd7/nifskope/rele ... /v2.0.dev8
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