The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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AssetWatcher, Blender, and Collisions
So Bethesda has given us more modding tools in December of 2024; one is called AssetWatcher, and it converts FBX files to SSE-ready NIF files. Check out your folder in /Tools/AssetWatcher. This should work well with the two blender plugins in /Tools/ArtTools/Blender which export to FBX.

However, something is broken en route to the NIF. I can see the Blender plugin using some values, I see those values in the FBX it produces, but then AssetWatcher just leaves the chunk materials with material 0 and layer SKYL_UNIDENTIFIED.
For example, in my blend file, I assign `Layer: Static` and `Material: Heavy Wood`. The FBX ends up with
{"ColGroupMatCRC": 3070783559, "MeshBoundType": "ConcaveMesh", "ColGroupInfo": 1}
And if I check what those values mean for NifSkope, Collision Group Material 3070783559 is SKY_HAV_MAT_HEAVY_WOOD, and Collision Group 1 is SKYL_STATIC. So it seems the Blender plugin is working, but AssetWatcher is not?

Am I missing something getting AssetWatcher to work? I tried going into its configuration, but I just see a bunch of references to Starfield and AbyssWatcher...
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Showing 1-3 of 3 comments
Ilja Apr 10 @ 6:03am 
This 32bit Skyrim is hidden from Steam search and has not been supported for about a decade. AssetWatcher was brought to 64bit Creation Kit.

If do have 64bit game and CK, perhaps ask about this in Creation Kit discussions here in Steam. Your list is private, so I can only see you having this 32bit game.
El Tório Apr 10 @ 10:41pm 
:facepalm:
It didn't even occur to me to think about Legacy Skyrim... I'll repost this in the SSE community, thanks!
I thought it said ass watcher, and then was disappointed it didn't.
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Showing 1-3 of 3 comments
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