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Problem with goggles


JahDexter

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Hi, I have a small problem. I wanted to duplicate goggles object. In GECK worked everything fine, but ingame the goggles appear on my shoulder. I cant figure out how to place them in proper place. My new duplicated object is the *same* like the original one, but the only difference is that theyre sitting on my shoulder.

 

Can anyone tell my, please, step by step, how to make a new goggles?

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What i want: i want to make a new goggles. When i duplicate the existing ones (changing ID, stats, etc.) i can save them and place them anywhere and everything goes fine. When i wear them, they dont apper on my head like the normal goggles, but on my shoulder in vertical position ( 8 ). I cant figure out what to do to have the goggles in right position.

 

Can anybody help me?

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Yes, I noticed that... :)

 

Here is a screen, what it looks like. I think something's wrong with rotation to correct position, but I don't know how to rotate them.

 

I'm asking for a step-by-step go-through because I'm not so used to with geck so I don't know if I missed something. I'm just a beginner.

 

I figured this problem a couple of days ago. When I make a new weapon, clothing, armor, etc. everything works fine, but the goggles don't. I don't know what I missed or what I'm doing wrong.

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Head items use a secondary "mesh" .egm file (located in same place as the base mesh for the item) that is used to translate how they fit on a character.

 

1) Extract the other files in the item's Mesh folder.

2) While in GECK, click [Character] > [update FaceGen Model Availability] (This should fix the issue, but it very well may not, if you do not have the .egm extracted... I know it has had no help with my trying to edit a completely custom hat, but that's another issue.)

3) Search is your friend: 'Headgear Problem in geck, , Headgear Problem in geck apearing sideways on head.'

 

Hope this helps... if not, you may want to try the official forums' search engine.

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I know it has had no help with my trying to edit a completely custom hat, but that's another issue.

 

Just wanted to chip in on this, custom meshes can't use existing conform files as they are made based on the mesh you want to conform and the mesh you want to conform it to. There exists a program designed for Oblivion modding called the Conformulator which can make custom .egms, but as far as I know it doesn't work with the current versions of NifSkope used for Fallout 3.

 

You can make it work though, as evidenced by the many Oblivion to Fallout 3 hair mods, so you can use the same process if you are making a hat or mask as it doesn't really care what kind of item is made with it - the only thing to keep in mind is that only items that occupy the hair or hat slot will actually be linked to the .egm for some reason.

 

Nice goggles by the way. :thumbsup:

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I know it has had no help with my trying to edit a completely custom hat, but that's another issue.

 

Just wanted to chip in on this, custom meshes can't use existing conform files as they are made based on the mesh you want to conform and the mesh you want to conform it to. There exists a program designed for Oblivion modding called the Conformulator which can make custom .egms, but as far as I know it doesn't work with the current versions of NifSkope used for Fallout 3.

 

You can make it work though, as evidenced by the many Oblivion to Fallout 3 hair mods, so you can use the same process if you are making a hat or mask as it doesn't really care what kind of item is made with it - the only thing to keep in mind is that only items that occupy the hair or hat slot will actually be linked to the .egm for some reason.

 

Nice goggles by the way. :thumbsup:

The hat I was ("is", but gave up for a while on that mod... been really wanting to play the game a bit. Heheheh.) trying to rework was from RabbitFly's 'The Wandering Ranger'. The reversed cap, to be specific.

 

First issue: When accessing his mod via the GECK, I was hit with a few error mesages due to a missing master file.

Second issue: Due to not having the .esm, I can't get the hat to go into place, and since I access his original mod to copy the armor over, his mod was now broken and unable to wear the hat correctly. ::sigh::

 

I finally just replaced his .esp (still haven't tested if the hat was fixed by the file replacement, or not) and moved on to another project for a bit. (Mostly, I got sick of retexing the Merc Troublemaker... so many bloody belts, buttons, zippers, and what-not to freeselect... Takes friggin' forever, and I hadn't even done any bloody CHANGES, yet. Heheheh.)

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