Honestly, I'm game to use any program to redo these textures. I have access to the entire Autodesk Suite (student 14 month lease), so even 3Ds would be fine. The only reason I chose blender is it seems to be the most popular among the FO modder crowd.
I can get the original UV maps to show - but I'm attempting to completely redo them, with the new, undamaged walls (the damage and decay of the standard FO universe doesn't quite fit with the theme of my mod), cleanish carpet, and a strong ceiling. So, unfortunately for me, the textures are going to be completely new. What is apparently happening (I've been experimenting all night, pretty much feels like I'm hitting myself with a sledge hammer at this point) is I have no grasp, at all, on how to actually texture a mesh once I have it defined and faced. I can import a texture and unwrap my mesh to show on top of the dummy texture, but I can't get the program to actually export a UVmap that I can edit properly.
For example:
http://www.theonslaught.org/fallout/blender1.png
http://www.theonslaught.org/fallout/blender2.png
I have no defined lines =(
I know there is some fundamental instruction I'm missing, but I can't for the life of me figure out what it is.
It looks like your UV's are mirrored (flipped).
Are you asking for the wire mesh of the model to be exported?...
There are two ways to the same result.
In the Image editor, you open the UV menu and choose http://i271.photobucket.com/albums/jj125/Gizmojunk/Clipboard03.gif. Another way is from the Scripts Panel... Choose http://i271.photobucket.com/albums/jj125/Gizmojunk/Clipboard06.gif.
This will export a wire frame image of the UV mesh and save it where you tell it.
Nifskope can import .nifs and export .obj or .3ds, or you can just use the Blender plugins. I suggest going through Nifskope though, because the plugins are VERY specific about what you must be running to use them (32-bit Python 2.6, 32-bit Blender 2.49b or earlier, etc) and that is a crime against humanity. If you absolutely have to use the plugins, I would see about installing two different versions of Blender, because frankly, 2.49b or earlier is ass. For ten years, Blender was pretty much "by coders, for coders". A year ago they finally started pushing 2.5+ which is a huge step forward, and one plugin is not a reason to learn an obsolete UI.
Personally, I've had issues getting animations to import into various programs but models have all come through easy as pie. I haven't actually checked the UVs, but I'm confident they won't be a problem for you.
(Edit: Correction, Nifskope doesn't export .3ds, only import. .obj should still work since all you want is the UVs, or you could go the plugin route with the caveats I mentioned)
I have to disagree about that... I love the UI of Blender 2.49b, and was kind of annoyed with 2.5+... [Not so much that I won't use it when its done], but once you learn the UI, its a dream to use...(even elegant).
Its quite similar (in a way) as it is to learning to use the command prompt in windows (for example); once you learn how, you can do a heck of a lot, in a very short bit of time.
There is quite a lot of truth to the notion that artists make crappy user interfaces (that look great), where as engineers often make it a bland affair that really works well once you learn it... Kind of like Vi.