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I've had some success in NV imports and exports, but am struggling with actual animations. Nifs are pretty much fine, but I haven't managed to get .kf files to work. |
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NV support is really minimal. I'm a little surprised you got as far as you did. I don't know if bone priority is a thing in later games--there's another mechanism of auxbones and "blend" animation that maybe takes its place. I would imagine there'd be a bunch of other differences in the NV animation format as well. |
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Okay so... I bought the game. No guarantees about PyNifly support but at least I have the assets. Best thing to do at this point is turn off all the convenience bone handling. No create bones, rename bones, blender orientation, pretty orientation, anything else I haven't thought of. Same on export. No need to import the armature separately, just use the bones that came with the nif. |
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Right now I'm deep in another project but once that's sorted I can have a look at this. |
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Hey there,
I've been fiddling around trying to nif-bash stuff from New Vegas. My first attempt was just breaking up an outfit down to the chest piece to use as an armor add on.
I tried pasting the item onto the FNV skeleton extracted from the BSA and the FNV skeleton available here. The skeleton from the BSA results in immediate crash, the skeleton here results in the mesh not rendering in the Geck/game. I'll keep fiddling on my own, but thought someone might have instant understanding of the issue or be able to point me to a guide or resource.
Update: seems to have just been an options issue. unchecking all import and export options except the appropriate rename and importing the skeleton first instead of using the reference skeleton.
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