Porting Tutorial





First you should know that you can port things for your very own use, but it's not allowed to publish ported stuffs. You can port modded stuff provided you get the permission from the modder. Here I'll show how to port an armor piece from Skyrim to Oblivion.


In Nifskope (for Skyrim) prepare the according Skyrim-Mesh. Remove everything except blocks: NiTriShape, NiTriShapeData.

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Change the UserVersion settings to 11 and 34 (from 12 and 83). If you can't find the NiHeader block in the BlockDetails window click the BlockList window away and back again: MainMenu -> View -> BlockList; then it should appear.

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Import the BaseMesh00.nif mesh I've included in Blender. You can of course use any other according mesh. Eg. if you want to port boots just take some boots from Oblivion. Actually that would be better since then the ported mesh hasn't too much unnecessary bones. We are now working in the "Oblivion world". That means you use tools configured for Oblivion. Use the settings shown in the image. Then delete the start-cube (at the feet) and the skeleton. Go into Camera-View (Numpad 0) select all via hitting key "A" until everything is pink selected. Save and exit Blender. Reopen the blender file and then import the same but with option "Import Skeleton Only .." activated (is under option "Import Extra Nodes"). Save again.

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Now import the Skyrim-mesh. You can use the import-settings from the last image. Now we should have the basemesh (the body) and the armor piece from Skyrim. I used a cape for example. First of all let's give the cape a material. Select the cape (means your mesh) via Rightclick. In the Button-window (bottom) go to the Editing-panel (F9) and Click "New" under "Link and Materials". Then click "Add New" in the Textures-panel. Click the "Map input" to "UV" and write the exact phrase "UVTex". Now choose the texture file via "Image" - "Load". You should do this first, otherwise it could happen that the UV-Mapping gets lost. (You could make a test-export to see if the UV-Mapping is still there).

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Now it's time to match your new armor onto the body.

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If you think it fits now roughly you should make the boneweight-copy. You can adapt the mesh afterwards again. In this case the cape is in the area of the upper and the lowerbody. Hence I would join the according bodyparts of the base mesh for the boneweight-copy. Rightclick + (hold) Shift + Rightclick every object you wanna join. Hit Ctrl + J and say "Join selected ..". (Tip: If you wanna blend out some object rightclick it and hit key "H". To unhide the hidden objects hit "Alt + H".)

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Now let's parent the new mesh to the skeleton. In EditMode all vertices of the new mesh (here the cape) must be selected (yellow). Go to ObjectMode select the cape + the Skeleton by holding key Shift. Hit "Ctrl + P". Click "Make Parent" and "Name Groups".

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Now the automatic boneweight-copy. In EditMode all vertices of your new mesh (cape) should be selected (yellow) and nothing should be selected in the basemesh (body). Now select both meshes (first your new mesh and then the basemesh with holding Shift). Click from the menu at the bottom: Object - Scripts - Bone Weight Copy. Choose the options shown in the image next to (Quality 3 + Update selected).

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When the boneweight-copy is done I'd check if everything is how it should be. The scripted boneweight-copy function is no guarantee for a perfect rigging. So go to PoseMode and move the single bones. If some vertices of the ported mesh are not rigged correctly you would have to change it manually. For that please take a look into my tutorial "Simple Rigging" or in some other rigging tutorial. I'll skip that here.

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Now we're actually finished. You can delete the basemesh now or after the export. Export the mesh with these settings. I hope everything further should be clear ..

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