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Adding sighting node to gun in NifSkope messes up first person textures


Crowley9

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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:

 

SNujCA.png

Here's a view of the NifSkope node trees in both versions:

SNulNG.png

 

I am scratching my head as to what is wrong here. The world model of the weapon has its textures on correctly.

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  On 8/4/2021 at 5:55 PM, Ronivader said:

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.

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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.

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