Crowley9 Posted August 4, 2021 Share Posted August 4, 2021 I tried adding iron sights to the assault rifle that's in New Vegas as legacy content from Fallout 3. I used the procedure as instructed here: https://wiki.nexusmods.com/index.php/Simple_vanilla_ironsights For some reason this completely skews the texture mapping in the equipped model of the gun, like so: Here's a view of the NifSkope node trees in both versions: I am scratching my head as to what is wrong here. The world model of the weapon has its textures on correctly. Link to comment Share on other sites More sharing options...
Roni8501 Posted August 4, 2021 Share Posted August 4, 2021 Hm. Are you using the separate first person texture (1stpersong3assaultrifle.dds) for it? Not sure that would make a difference, but it might. Link to comment Share on other sites More sharing options...
Crowley9 Posted August 5, 2021 Author Share Posted August 5, 2021 Hm. Are you using the separate first person texture (1stpersong3assaultrifle.dds) for it? Not sure that would make a difference, but it might.Yep, I do have that put in there. Didn't make a difference either way. I thought I should add that I imported the model into Blender, did some changes, and exported it back again, which is why the NifSkope node structure looks a bit different from the base file. Just to be sure, I tried adding the sighting node to the completely unmodified version as well, and that had the same results. Link to comment Share on other sites More sharing options...
Crowley9 Posted August 5, 2021 Author Share Posted August 5, 2021 Okay, I found the solution myself. For some reason adding the sighting node borked the texture assignment in the first-person model form under World/Static. It assigned the clip texture to the gun's main body, and vice versa. Now it works as intended. Link to comment Share on other sites More sharing options...
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