Mod:Creation Kit/3ds Max - Fallout 4 NIF Exporter

The Bethesda Fallout 4 NIF Export Plugin Toolset is an extension for Mod:Creation Kit/Mod:Creation Kit/3ds Max 2013 x64 which adds support for Mod:Creation Kit/Mod:Creation Kit/Model Files. Only 3ds Max 2013 x64 is supported by this extension. The extension installer is included with the Mod:Creation Kit/Mod:Creation Kit/Creation Kit and can be found in.

Installation

 * 1) To use this installer, Mod:Creation Kit/Mod:Creation Kit/3ds Max 2013 x64 must be installed on the primary drive and inside the "Program Files" directory. If 3ds Max is not installed here the plugins will not be copied properly.
 * 2) Close Mod:Creation Kit/Mod:Creation Kit/3ds Max 2013 if it's open. The installer detect will this.
 * 3) Double click  in this folder.
 * 4) You may need to restart your computer due to an environment variable change.

Setup

 * 1) Load 3ds Max 2013. If there are any errors regarding MaxPlugin.dle, or any of the other BGS plugins, the installation was not successful.
 * 2) Make sure you are following the requirements listed above.
 * 3) Select the 'Customize' -> 'Configure User Paths' menu options.
 * 4) Under 'External Files' tab, you need to add the new directory, or equivalent.
 * 5) Configuring texture remapping -- This allows multiple users to share source/dds files, regardless of the file locations.
 * 6) Open the material editor.
 * 7) Create a BSLightingFX material. Select the 'Standard' button and choose it from the material type list.
 * 8) Select the 'Settings' button which will likely be in the center of the UI.
 * 9) Select the 'Data:' button. Navigate to a directory named "Data" you want to use for DDS textures.
 * 10) NOTE: This directory must have a folder named "Textures" immediately below it. For example,.
 * 11) Select the 'Source:' button. Navigate to a root directory you want to use to store TGA source files.
 * 12) NOTE: This directory must have a folder named "TGATextures" immediately below it. For example,

Exporting

 * 1) Select a single scene object, then select File -> Export -> Export Selected to open the export dialog.
 * 2) Only one export root is fully supported at the moment. If you need to export multiple geometries together, create a dummy parent and export that.
 * 3) The "PE Static Art", "PE Skinned Geometry", and "PE Anim" are the most commonly used export scripts.
 * 4) On export, the script name is added to each NIF's header. When creating new NIFs, it may be useful to view a similar existing NIF's header so you can use the same export script.
 * 5) Export scripts are ordered lists of processing plugins with custom processing options.
 * 6) It is recommended not to modify these scripts, as there are unspecified order requirements for various processes.
 * 7) If necessary, the scripts can be modified in the export dialog, or in their text files.