|
|
(2 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
− | Here is a basic guide to put a simple Blender object into Skyrim Special Edition.
| + | #REDIRECT [[Arcane University:Blender for Skyrim]] |
− | | |
− | We will export to an FBX file, convert it to a NIF file, and then adjust it.
| |
− | | |
− | The steps are based on [https://www.youtube.com/watch?v=3f_9evNUiGU this video] and [https://www.youtube.com/watch?v=lOKGlCVo6tc this video]. If you want, you can just watch one or both of them instead, then check here when you run into issues and skip to verification below at the end.
| |
− | | |
− | If you get stuck, find me in the Arcane University's Discord server and ask for help. :)
| |
− | | |
− | = Requirements =
| |
− | | |
− | This is for Windows only.
| |
− | | |
− | Download any of these that you do not already have, and unzip the .zip and .7z files (use [https://7-zip.org/ 7-Zip] for .7z):
| |
− | | |
− | * [https://www.blender.org/download/ Blender 2.83+]
| |
− | ** Also install it
| |
− | * [https://wiki.beyondskyrim.org/wiki/File:CK-CMD-Stable.zip CK-CMD stable build]
| |
− | * [https://github.com/niftools/nifskope/releases/download/v2.0.dev7/NifSkope_2_0_2018-02-22-x64.7z NifSkope 2.0 Dev 7]
| |
− | * [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE NIF Optimizer 3.0]
| |
− | * If you have textures: [https://www.dotpdn.com/downloads/pdn.html Paint.Net 4.2+]
| |
− | ** Install it, too
| |
− | * If you want to add object collision:
| |
− | ** [https://www.afkmods.com/index.php?/files/file/2398-nifutilssuite/ NifUtilsSuite 1.2.2] (requires signup to download)
| |
− | *** No need to install it yet
| |
− | ** [https://cdn.discordapp.com/attachments/312169456153526272/458674423843520512/nif.xml nif.xml]
| |
− | ** For unmovable Skyrim objects: [https://cdn.discordapp.com/attachments/312169456153526272/458679816682602542/Skyrim_Static.nif Skyrim_Static.nif]
| |
− | ** For movable Skyrim objects: [https://cdn.discordapp.com/attachments/312169456153526272/458680202659102730/Skyrim_Clutter.nif Skyrim_Clutter.nif]
| |
− | *If you want to check if your conversion worked:
| |
− | ** Skyrim Special Edition
| |
− | ** [https://store.steampowered.com/app/1946180/Skyrim_Special_Edition_Creation_Kit/ Skyrim CreationKit]
| |
− | | |
− | = Stage 1: prep textures =
| |
− | If you have a colour texture:
| |
− | # Open it in Paint.Net
| |
− | # Resize it so the height and width are powers of 2 (example: 4096x4096 is OK, but 6144x6144 is not)
| |
− | # Export it to a DDS file with BC1 compression in a folder called "textures" next to the .blend file
| |
− | If you have a normal map:
| |
− | # Open it in Paint.Net
| |
− | # Resize it so the height and width are powers of 2 (example: 4096x4096 is OK, but 6144x6144 is not)
| |
− | # Export it to a DDS file with '''BC7/DX11+''' compression in a folder called "textures" next to the .blend file
| |
− | | |
− | = Stage 2: export from Blender =
| |
− | # Open your mesh in Blender
| |
− | # Ensure that the Blender unit scale is 1.0 and the object is the desired size in your preferred unit system<br/>[[Image:Blender_scene_units.png]]
| |
− | # Duplicate the object in Blender with Shift+D and then right click to prevent moving it
| |
− | # Scale the new object in Blender 100x
| |
− | # Apply all transforms on the large object in Blender by pressing Ctrl+A with the object selected and clicking All Transforms
| |
− | # With the large object selected in Blender, click File > Export > FBX (.fbx)
| |
− | # In the pane that appears, on the right side and in the Include section, enable Selected Objects and in Object Types select only Mesh:<br/>[[Image:Blender_export_fbx_skyrim_settings.png|300px]]
| |
− | # At the bottom of the pane, click the Export FBX button
| |
− | | |
− | = Stage 3: convert to NIF =
| |
− | # Open the FBX file's containing folder in a file explorer window
| |
− | # In another window, open the folder with CK-CMD
| |
− | # Drag the FBX file onto the file fbx_to_nif.bat in the CK-CMD folder
| |
− | #* This creates a NIF file in the same folder as the FBX file
| |
− | | |
− | = Stage 4: add textures =
| |
− | If you have a colour texture and/or normal map:
| |
− | # Open the NIF in NifSkope
| |
− | # Click the model on the right
| |
− | # In the top-left panel, open all hierarchy trees, and click the BSShaderTextureSet entry<br/>[[Image:Nifskope_textures.png|300px]]
| |
− | # In the bottom panel, open the hierarchy tree
| |
− | #* If you have a colour texture:
| |
− | #*# Double click the value column in the first row of the tree, and ensure that it is textures\<colour texture name>.dds
| |
− | #*# Save the file, and click Yes or OK if any dialog box appears
| |
− | #* If you have a normal map:
| |
− | #*# Double click the value column in the second row of the tree, and ensure that it is textures\<normal map name>.dds
| |
− | #*# Save the file, and click Yes or OK if any dialog box appears
| |
− | * Note: you should now be able to see your textures on the mesh
| |
− | | |
− | = Stage 5: add collision =
| |
− | If you want object collision:
| |
− | # Open NIFUtilsSuite
| |
− | # If you have not used the .exe file before, it will ask you for settings. In the first screen, add the files below. For the later screens, just use the defaults
| |
− | #* NIF.XML: nif.xml from Requirements above
| |
− | #* Textures: your Skyrim Data\textures folder (example: mine is G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\textures)
| |
− | #* Templates: the folder with either of the Skyrim_X.nif files from Requirements above
| |
− | #* Default Input: wherever you generally want to put your NIFs
| |
− | #* Default Output: same as Default Input
| |
− | #* NifSkope: NifSkope.exe
| |
− | # Click the Chunk Merge tab
| |
− | # In the Files > Target-File and Collision-File fields, open your NIF
| |
− | # In the Files > Template field, select Skyrim_Static.nif for an immovable object or Skyrim_Clutter.nif for a movable one
| |
− | # In Collision Source, select Mesh data
| |
− | # In Collision Material, select from the dropdown a type of visual and sound effects for your object colliding with things in game
| |
− | # Click the Add Collision button at the bottom right part of the window
| |
− | #* '''Note''': if it crashes, try making and using a simple bounding box for the Collision Source by adding a cube mesh in Blender, transforming it in Object Mode to barely contain your 100x-scale mesh, applying the transforms with Ctrl+A > All Transforms, and exporting it to FBX and converting it to NIF as above
| |
− | | |
− | = Stage 6: prep for Special Edition =
| |
− | # Copy the NIF to the same folder as SSE NIF Optimizer.exe
| |
− | # Open SSE NIF Optimizer, and click the Optimize button
| |
− | # If you added collision:
| |
− | ## In NifSkope, open the NIF in the Optimizer folder
| |
− | ##* Note: the textures do not appear here. This is OK :)
| |
− | ##* Note: if you click the red Show Collision icon button, you should see your collision wireframe in red
| |
− | ## Right click the mesh, and click Mesh > Update Bounds. If a dialog box appears, click Yes
| |
− | ## Save the file. If a dialog box appears, click Yes or OK
| |
− | | |
− | = Stage 7: verify =
| |
− | If you want to see your object in game to know if it works:
| |
− | | |
− | == Move to Skyrim folder ==
| |
− | # Copy the NIF from the Optimizer folder to your Skyrim Data\Meshes folder (example: mine is G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes)
| |
− | # If your mesh has textures, copy those DDS files to your Skyrim Data\textures folder
| |
− | | |
− | == Add to game ==
| |
− | # Open CreationKit
| |
− | # Click File > Data
| |
− | # Double-click Skyrim
| |
− | # If you already have a mod you want to add to, double-right-click it
| |
− | # Click the OK button
| |
− | #* Ignore all warnings
| |
− | # In the left-side list of the Object Window, select a category or subcategory that you think best describes your object
| |
− | # In the right side list of the Object Window, find something roughly similar to your object. Right-click it and click Duplicate
| |
− | # Double-click the duplicated object
| |
− | # At the top of the new window, rename the object to a single word describing your new object
| |
− | # Beside the Model field, click Edit
| |
− | # Beside the Model File Name field, click Edit
| |
− | # Select the NIF in your Skyrim Data\Meshes folder
| |
− | #* You should see a properly sized and textured version of your mesh
| |
− | # Click the OK button of both windows, and when a dialog box appears, click No then Yes in the next dialog box
| |
− | # In the Cell View, double click UnownedCell
| |
− | #* A 3D view of the cell should appear. You can zoom with the scroll wheel, rotate around the selected object with Shift, pan with Spacebar, and focus on an object by double-clicking its name in the Cell View or pressing Shift+F for the selected object
| |
− | # Drag your new object from the Object Window to the 3D UnownedCell view
| |
− | #* You should see your new object. You can move it horizontally by clicking and dragging it, and vertically by holding Z while clicking and dragging. You can also rotate an object by right-clicking it and dragging, optionally holding Z, X, or C for a particular axis
| |
− | # Save your mod by clicking the Save icon button in the top left part of CreationKit
| |
− | # If prompted, enter a name for your mod's file
| |
− | | |
− | == Check in game ==
| |
− | # Open the Skyrim launcher, and click PLAY
| |
− | # In the Skyrim main menu, click MODS, and wait for them to load
| |
− | # Press T and ensure that your mod is selected, then press Esc twice, and click OK if it asks you to restart the game
| |
− | #* You might also need to disable any mods that prevent you from spawning a new character where you want (example: Random Alternate Start)
| |
− | # In the main menu, press the ~ key, which opens the console
| |
− | # In the console, enter: coc unownedcell
| |
− | #* This starts the game inside the cell you edited in CreationKit
| |
− | # Press ~ again to exit the console
| |
− | # You should now see your model from Blender :)
| |