Lets say you have your NifSkope, and the .nif file you have to edit. If your .nif is in the same file as the textures and the references are correct, you will see the textures (which makes it handy to see how the texture stretches and any holes)
In the menu at the top, set
View>Block list (on) and
View>Block list details (on). This will give you two windows, and the image in the corner of your animal.
Also set
View>Block List Options> List (if it's not already) because it makes things easier to spot.
The mesh itself, should be (animalname)LOD0:0 in the block list. Clicking this will highlight the mesh in green, and show up the block details. Some parts may be obscured: don't worry.
If the other meshes are getting in your way, make a backup of the first nif (which you should do anyway to be safe) and delete the other 'LOD(number): (number). This clears your way to see the mesh you're editing, and you can copy the new mesh across later.Next to data in the block list details, it should say a number[NiTriShapeData]. Find this number in the block list.
NumVertices is the number of points your mesh has.
Under 'HasVertices' there will be 'vertices' with a plus next to it. Clicking this will extend the menu for
every one of those vertices.And this is what you change. However, NifSkope doesn't tell you which vertex is what.
Now, if you have 3DS Max, you can click on the vertex you want to change there, and it'll tell you the number. (Since NifSkope counts from 0 and Max from 1, you may need to subtract one to get the number in NifSkope). If you have blender, you can see the location of points and search by that, but not the number references.
But lets say you have blender, and you can't get the points.
The 'Draft' ModelMake the mesh in Blender as you like it. This isn't a how-to-use-Blender tut, I suggest the help website for help with the program, as it takes some getting used to.
Now export the nif, as a different filename (IE, don't overwrite your original)
If your nif export/import doesn't work or you don't have a plugin, you may be able to export a .obj by right clicking the LOD0:0>.OBJ>Export and edit that, then make a copy of the nif file and import the .obj. But I haven't tested this method, so it may or may not work.Open two instances of NifSkope, so you can look at the old and new model side by side.
If the new model has the same number of vertices, then you may be able to get away with using it straight off (try testing it ingame).
Otherwise, you have some copying across to do. With my Zebra to Unicorn, I lost about 18 vertices dotted all over.
Copying the draft across, duplicates includedWith the two open side by side, in my experience Blender (editing a nif, not sure about obj) doesn't change the
order or vertices, but does merge duplicates.
So go down the vertices list and look for any differences. (or just copy them straight across and if something unexpected moves, it's a duplicate)
Now, either a different number is:
A vertex you have edited
A vertex that has been merged.
Check that the same number isn't later down the list (it shouldn't be far), or, move the vertex by adding 1 to the beginning of it (since most are 0.something) and see if the same part moves for each. If so, change the old one to match the new (minus the 1, of course)
DuplicatesThese are what caused the holes in my first unicorn mesh (fixed now).
If you move a point, and instead of moving everything around it you're left with a gap (or more), then you've got a vertex that was in
exactly the same placeScroll the list and find the vertex that has exactly the same xyz position as the other one did (before you changed it, you may want the original/backup open in
another NifSkope since there isn't an 'undo' button.) and change it to match. This should eliminate your gap.
Save Often NifSkope tends to crash. A lot. (It is free, afterall)
So you deleted the other meshes to see this one clearly.Open the new (one mesh) .nif in NifSkope, find the NiTriShapeData you were editing, rightclick and Block>Copy.
In
the same instance of NifSkope, go to open, and open your original. Find the NiTriShapeData for the LOD0:0 mesh, rightclick and Block>Paste Over
Paste OVER is essential, as otherwise you'll just add a node, instead of overwriting the old one, and the LOD0:0 will still refer to the original.Edit 3: Good luck on all your meshing, I hope that wasn't too complex! The unicorn's out now, if anyone does come across major problems with the mesh I guess the tut will need to be deleted, but I've never had any problems on my comp.