Closed bizzclaw closed 2 years ago
Could not have said it better my self
So I keep getting this message whenever I try to import a .nif file attached to my Fallout 4 game.
@BetaBugJack Fo4 is currently not supported. This is a feature request, which while on the roadmap requires a large amount of changes to the libraries that are used to read the formats.
Thank you so much for considering this for the roadmap! Even if it ends up being too much work, I really appreciate that you're interested in supporting Fallout 4. I really think it will be major For the Fallout 4 modding scene.
Just want to endorse this request. Currently, Fallout modders must convert .nifs to .objs to edit them in Blender. It's not ideal.
i created account just to endorse this.. please please add support for fallout 4 nif files T T
This also happens with Skyrim SE Nif files. Using version 0.0.6 with blender 2.92.0
The block types that failed above are all under the umbrella of this issue, which is also why #433 was closed as a duplicate.
Hi, I'm glad that this feature is on the roadmap for the future. Is there any update to the progress of implementing this?
When working with Skyrim SE, you can use SSE NIF Optimizer. Use the LE option and run the optimization on your meshes.
Is your feature request related to a problem? Please describe. Whenever you try to import a Nif file from Fallout 4 or 76, you get an error like this
Fallout 4 Nif Import Error
Fallout 76 Nif Import Error
the issue seems to be with the length of arrays/strings so I'm not sure if that's something that can be overcome. Maybe it has something to do with Fallout 4/76 being 64bit? I know that nifskope is able to fully open Fallout 4 and 76 Nif Files, and the nif files when viewed in the editor have their rigging and materials preserved, there is just no way to export them to any format other than OBJ, meaning rigging data is lost.
Describe the solution you'd like When Importing a nif file From Fallout 4 or 76, it should import and work just like something from Skyrim or Fallout 3.
Describe alternatives you've considered The only alternative is to use 3DS Max, a proprietary program that, while you used to acquire a student license to create mods with, can no longer do so without being part of an officially recognized school program.
Additional context If Fallout 76 ever gets true modding support like what we've been promised, being able to import nif files to edit them is going to be essential. As for Fallout 4, people have been using 3DS Max up until now. However, it is no longer easily possible to acquire a student license for 3DS Max, making it impossible to work with Fallout 4 nif files unless you already managed to get a license, but these will expire soon. This will make it impossible for modders to import and modify Fallout 4 nif files for mods without paying excessive prices for 3DS Max.
The truth is, Blender is just better to work with. It has more community support, and the existence of plugins allowing people to use it with Fallout 4 will finally allow people to move away from 3DS Max finally. This tool is still being updated, and I think the Fallout 4 modding community will be greatly boosted if blender was able to be used with its file format. I can only imagine that since the nif files for Fallout 76 aren't that much different, having a head start on support before we get full modding support will allow the modding scene to flourish quickly.
From what I've seen based on PRs related to this issue from a couple of years ago, there need to be certain changes with other dependencies to allow this to be possible. I'm not sure what specifically needs to be done and If these changes still have yet to be made, but if it is now possible, it would be amazing if this issue could be looked at again. Either way, thank you very much for continuing to support this plugin regardless of compatibility with future versions of nif.