MrProfessorSir Posted December 11, 2013 Share Posted December 11, 2013 If anyone could help me with this I would seriously appreciate it. I have a sword model which I'd like to use for a daedra quest, but it isn't working properly. When the weapon's equipped the game acts as if the character's unarmed, and the animations won't work. Instead the player will just punch. Someone please help me fix this. Link to comment Share on other sites More sharing options...
Belthan Posted December 12, 2013 Share Posted December 12, 2013 If you meant to post this in a TES forum, my answer may or may not be helpful, depending on how similar weapon setup in TESCS is to GECK. If you're porting a daedric sword to Fallout, read on. In the Weapon window, Art and Sound tab, you need to set the "Model" field to the location of your sword NIF file. Now the unintuitive part. You need to create a new Static object (it can point to the same NIF file), and then go back to the Weapon window Art and Sound tab, and select the name of the new Static object in the "1st Person Model Object" list box. If that doesn't work, then there may be some differences in weapon NIF attributes between TES and FO. In that case, you could try making a copy of a FO weapon that you know works and is similar in size and shape (for example, Chinese Officer's Sword), and load both in NifSkope. Then copy (just "Copy", not "Copy Branch") the NiTriStripsData element from the daedric sword, switch to the Chinese Sword, and use "Paste Over" to replace the NiTristripsData element in that file. Link to comment Share on other sites More sharing options...
MrProfessorSir Posted December 18, 2013 Author Share Posted December 18, 2013 Actually I'd simply selected the wrong thing in a GECK drop down window. The mod now works fine. Thank you though :) Link to comment Share on other sites More sharing options...
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