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- Mine
- Saturday, May 5th, 2012 at 12:53:37pm MDT
- BASIC PROCEDURE FOR PORTING SKYRIM ITEMS TO NWN2
- Extract the downloaded mod to the directory of your choice
- Start Nifskope
- Load... .NIF your object... it's going to be under the 'meshes' directory
- File.. Export.. Export .OBJ
- Save it somewhere
- Fire up Blender or Max (same general process)
- Import an existing NWN2 model similar to the one you're going to edit, these are in c:/program files/atari/neverwinter nights2/data/NWN2_Models.zip
- >> these will probably be 3 in separate parts, e.g.,
- w_Ssword01_a.MDB
- w_Ssword01_b.MDB
- w_Ssword01_c.MDB
- representing hilt, blade, pommel, etc so they can be mix and matched in the toolkit, import all of them
- Import the Skyrim .OBJ object you exported earlier >> (You might try importing it at .0015 size for starters, it will be too large and wrong-way-around by default)
- Use blender/max to re-size and orient the weapon to match the NNW2-imported one.
- Go into properties on the NWN2 item and copy the manual properties.
- Paste the properties onto the Skyrim Item.
- Export the Skyrim item as a .MDB (nwn2 model) to the directory of your choice (This directory can be /my documents/neverwinter nights 2/override is you want to use the toolkit to preview or any arbitrary place if you want to use some other model viewer). When you export, make sure to give it a NWN2-conforming name, for this example, use w_Ssword70_a.MDB or something.
- Go back to the Skyrim download and now look in the /textures/ folder. Find the diffuse and normal map textures. Copy them to the same directory where you saved your .MDB.
- Now you need to apply the textures to the model. You can do this in blender/3ds before exporting, but it's easier to use Runnerduck's MDB Cloner.
- Optional: Open the textures in GIMP (do not load mipmaps) and resize them from 2048x2048 (or whatever they are) to 256x256. Save as a .DDS file, Compression type: BC3/DXT5.
- Open your ported NWN2 model (e.g., w_Ssword70_a.MDB) in MDBCloner. Put the name of the main texture under diffuse texture, and the name of the normal map texture under normal and hit save.
- If you saved to /override, go ahead and load the toolkit.
- Copy a short sword blueprint.
- Go ahead an change part A to #69.
- Preview.
- Voila!
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