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I need some help.


DarrighsonFord

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I'm not a modeller, but I do know that animation files have a ".kf" extension and are located in the Fallout - Meshes.bsa.archive file. Use one of the tools listed under the "Packaging Tools" section of the wiki "Getting started creating mods using GECK" article. Take heed of the warning to NOT extract them directly into the game DATA folder. I would use "NifSkope Mesh Editor" to look at the NIF mesh file of a Securitron to identify exactly which animations are used.

 

Suggest you take a look at the tutorials located under the "Animation" and "Blender Mesh Editor" sections of the same wiki article.

 

-Dubious-

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As I said, I am not a modeller. But it appears to me you want to use Nifskope to just expand and examine the "NiNodes" to determine the animation files (and their file path) actually used, to note them down. Then you would use Blender to import or create a mesh, and tie the replacement animation file to the appropriate node(s). (You would import a "skeleton/armature" from it's own mesh file.)

 

I believe you will find most of what you need to do laid out in the Blender "Noob to Pro" guide (included in the Blender package linked under "Image Tools" of the wiki "Getting started creating mods using GECK" article) or possibly the other tutorial links I provided previously. You might need to flip back and forth between the Blender tutorial to get the grasp of the basic elements you need to look at in NifSkope before you can pin down just what nodes you need to examine there to get the animations correct.

 

This is not really something that falls under the topic of "technical support" (we are more about getting the game to run at all). I would ask these sort of questions under the "Mod Talk" sub forum. Different sections get different eyeballs, and the modellers do not tend to be seen in this section. You can PM a moderator and ask them to move this thread there if you like.

 

-Dubious-

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