getting the NIF Scripts to work with Blender 2.5.4

Post » Wed Sep 01, 2010 2:15 am

It's been really difficult to get this working and I need a hand.

So far I've installed Blender 2.5.4, then installed Python 2.6.6, then PyFFI-2.1.5, then ran the installer for the NIF Scripts. The installer installed to stuff, but encountered an error trying to create two files. I figured out the problem was that it was trying to write files to the bpymodules folder, but the bypmodules folder was actually a file for some reason. A file with no extension.

So I changed that into a folder and ran the installer again. This time everything installed, but the import and export options still aren't showing up. Any ideas?
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Dawn Porter
 
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Post » Wed Sep 01, 2010 12:28 pm

Check the niftools forums. I think amorilla confirmed that support for 2.5 really isn't there. even i had this problem. the scripts only show up for 249 Blender. despite the version numbering of nif scripts... it is 249 that works
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Emma Louise Adams
 
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Post » Wed Sep 01, 2010 3:27 am

Check the niftools forums. I think amorilla confirmed that support for 2.5 really isn't there. even i had this problem. the scripts only show up for 249 Blender. despite the version numbering of nif scripts... it is 249 that works

Yea, getting it installed in 2.4.9b is easy. The problem is 2.4 is vastly inferior to the newer builds despite stability issues. From what I've looked at the problem is that PyFFi doesn't work with those newer builds. I don't see how that can be if they've released NIF scripts for them however.

Maybe they found some way to make PyFFi work with them by compiling their own version?
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A Boy called Marilyn
 
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Post » Wed Sep 01, 2010 7:59 am

i don't think there will be scripts for blender 2.5+ for awhile. the main problem is that the base python API in blender has for all intents and purposes been rewritten. the API has also changed since the alpha versions of blender 2.5, so that adds to the problem as well. i suspect work on the nifscripts will not start in earnest until blender reaches a final (non-beta) stage, possibly at v2.6.

afaik, the nifscripts will have to be re-done in a similar manner to the API. i think amorilla went into some detail about what the issues were; i think he may have discussed it in the nifscrips dev fourm.


i do agree that 2.5 is vastly superior to 2.4. i hope we get support for it before to long.
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Dagan Wilkin
 
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Post » Wed Sep 01, 2010 12:31 am

I also think that the pending release of New Vegas gives them reason to wait, so that they can get support for it included (if there are any differences, I don't think there will be many but JES did speak of new nodes for iron sights and few other changes).

I agree the new Blender is awesome, but I've stayed away from it to avoid getting mad at it - I need the ability to modify/export the meshes ready-made fro Fo3.
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Lew.p
 
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Post » Wed Sep 01, 2010 1:52 pm

Don't worry about it guys. When I went to the NIFTools download page I saw that they had a section for 2.5.x so I thought those scripts were designed for use with blender 2.5 and I just didn't realize that those were the versions of the script, not versions of Blender.

Oh well, doesn't matter that much. I'll just do the modelling in 2.5 and animate in 2.49b

I also think that the pending release of New Vegas gives them reason to wait, so that they can get support for it included (if there are any differences, I don't think there will be many but JES did speak of new nodes for iron sights and few other changes).

Damn, yea, they would have had to make a few changes I guess. Hopefully nothing too big creature animation wise. They probably slightly changed-up the BSA format a little too while they were at it, like they did when they went from Oblivion to F3.
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Juliet
 
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