I was hoping I'd be able to make something more than just cool areas and a few crafty scrips this time around, but I've tried for going on 5 years now to figure out Nifskope and I've never been able to do more than replace texture paths, and even that I don't know how I'm doing it, just that I am. Why would they stick with this backwards, unnecessarily complex program that (to be honest) plain svcks as far as UI and accessibility goes.
Well for first Gamebryo just render engine,
For second I disagree with
Why would they stick with this backwards, unnecessarily complex program that (to be honest) plain svcks as far as UI and accessibility goes.
Nifscope really awesome tool thats expand modding possibilities greatly, its necessarily complex to do most of frequently recurring modeling work, without need of launch 3d editor like Blender and Max.
Did you make mods for Morrowind?
When Morrowind was released we receive TES Exporter 4.0 but thats was hard to make simple changes in model without using 3d max thats why most of mods in Morrowind is retextures of same meshes, thats was hard for beginners make completely new meshes.
When Oblivion was released we doesn't even receive official TES Exporter, If I remember well developers didn't have rights to distribute such tools to modders,
so modders start looking different way to model meshes, I remember how I use CivFanatics NIF pluggin for 3dMAX, I remember hex editing of meshes with tazpn's kf updater, but most of hard work was changed when Nifscripts become better then CivFanatics NIF pluggin for 3dMAX and Nifscope evolve from simple NIF viewer utility into such great tool thats we can use now, complex isn't problem here since its possibilities for experienced modders while beginners can use simple edits like change texture, copy/paste blocks, simple dimensions edits in mesh.
Another thing on UI, its good at last for me, but if you think it isn't make your own, Nifscope is open source utility.
Edit: Crap first day of April, thats was an joke?