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Help getting custom 2 handed weapon/pick axe into game...


kharlor

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Hi,
I have a 2 handed pick axe made.

http://www.nexusmods.com/skyrim/images/424572/?

 

I got it oriented correctly with a steel war hammer and exported as .nif from MAX

I open it up in nifscope and it looks fine as I used all vanilla assets.

I open up each original part that I used an element from and copy over the shader/textures to the correct parts on the new pick axe model inside nifscope.

I then open up a steel war hammer and I copy all the branches of the pick axe over to the steel war hammer file.

I then remove the original war hammer branch to remove the original war hammer model.

I check and all the new elements are listed correctly as children.

I save as correct war hammer name and place inside correct steel weapons mesh folder inside my game folder.

When I go to steel war hammer in the game I show I have a steel war hammer but I pull out nothing! I swing nothing, I can hit people with nothing I put away nothing.. when I drop the nothing it crashes the game lol

I made .nifs the same way for both 1stperson and regular and still i have nothing in my hands regardless of 1st or 3rd person views.

So what am I doing wrong here?

Thanks
-Kharlor

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You must add a 1st person model to the game. You do that in the construction kit, under world object, or world data. You could also just search for something like "1stpersonIronSword" and edit it. Edit it and find your mesh, save it.

Now under your weapon in the CK. Go under art. Find your mesh.

Look down to the right, and there should be something called 1stpersonSteelWarhammer, or something. Just delete it and click "new" and scroll down to the one you just added via WorldData/WorldObject.

 

A vague explanation, but I am not on the correct computer right now, so I can't check it up.

Another problem is that the texture path is wrong, or the model uses the UV group of 1, instead of 4097. The latter shouldn't render it invisible, but it does happen -- talking from experience.

 

It's rather simple.

 

Open Steel Warhammer.nif and your .nif

Copy the BSShader node from the Warhammer.nif, paste it to your model.

Fix textures.

Under your mesh' nitrishape, find the Uv number, which is 1, or 0. Change it to 4097.

Go to the menu on top called "spells", then click "Update tangent space"

Copy your whole mesh. Paste it under the steelwarhammer.nif.

delete the warhammer.nif.

save.

Go into the CK, add your mesh under World data/WorldObject. These are named 1stperson*weapon*.

go into the weapons menu, find Steel Warhammer, open it.

Click art, and change the mesh to your emsh,

Find the 1stperson model window, delete the steel warhammer one, and add yours.

Name it, and change the ID

Save as a new ID, or save over original. The first makes a new object, the second changes all Steel warhammers to become your mesh.

Add to game

Save .esp

Edited by Matth85
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Thanks I will check into it. So there isn't away to make the new 2 .nif I have already just be a replacer without using CK even if the models are renamed and in the correct game file location? I just want to test if how the grip looks when he holds it. Everytime I edit the model I will have to edit in CK as well or just the first time?

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You need to tell the game to add your changes, so you need an .esp. Otherwise it will not know the changes you have done. You are adding files custom, not replacing the original .BSA.

 

And no. If you change the .nif, you do not need to do anything in the CK. You don't even need to save your .esp when doing changes to the .nif.

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Okay awesome! What I needed to know so I can stop racking my head why it wont show up in game lol will check into CK as I dont even have it yet. I thought it would just show up like clothing replacers so now I know :)

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Hi,

Okay I downloaded The CK but then my computer crashed and then MAX wouldn't launch and was having all kind of issues for a time. I think it was my MAX and windows being wacky. Now everything is back installed and working correctly, even though I lost a peg leg in corrupted MAX files but oh well I guess. Anyway I'm looking into doing what you suggested to do inside the CK. I looked it over and it seems fairly easy but when I select the new mesh nothing shows in the little window preview? So some how my .nif files are incorrect or something but I don't know whats wrong with them. They are listed as children, the UV # is set correctly... although I did notice that sometimes when I am copying and pasting branches of my new item over to the original item, the name dosnt transfer correctly. Like it will say staff or something on my .nif but when I past it's branch to the vanilla mesh .nif it pastes in correctly but the name will change to like blood edge or something. Oye I wish I could solve this.

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Keep getting the same thing when I copy my .nif branch over to the original steel warhammer .nif it renames the value from staff, or steel mace, to blood edge or BSX and on some it stays the same. Also now when I paste in an element from my .nif it dosnt place it under the right spot so I have to manually add it to the children list and thats fine. Except I can only add 1 child and I have like 5 more meshes from my .nif pasted in I need to move up. Is my nifscope messed up or what? It does one thing one time then something completly different the next. Also when I pasted in the shaders and fixed texutres I fixed the UV sets, but when I paste that branch into the steel warhammer its back to 0? Time to give it a break untill I can figure this mess out... any help from any one Im all ears :)

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