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Dropping weapon leaves it in midair...


Rayek

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I'm trying to add an equippable necKros Katana to my house mod. Everything looks to be working down to repairing, sounds, pipboy images, 1st person, etc.

 

...except when I have a character drop the Katana.

 

When dropped, it appears floating in the air near me...to pick it up I have to search the ground below the floating katana with my cursor. As soon as I locate it and press Z to move it around the model appears in the correct spot.

 

Any idea on steps to fix this?

 

I did notice I'm receiving the following error when trying to open and edit the weapon:

 

"Failed to find body mod texture '00000007ModBodyMale' for 'Caucasian' (00000019) Creating from Scratch"

 

Appreciate any help...completely new at this as of a few weeks ago, I'm hoping it's just a slight oversight.

 

Thanks.

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Rayek ~

 

The "body mod texture" warning happens all the time, I don't think it's related.

 

Did you make the katana mesh from scratch, or is it an edit of another mesh?

 

Thanks Rogue...the error didn't make sense...glad to hear it's not the Katana.

 

This is from another already created Mesh...so it's an edit.

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it sounds like the collision mesh is offset or vice versa. you could try checking it in nifskope and applying any transforms youve made.

 

I'll take a look at it in nifskope tonight. I don't pretend to know how to use it...but I'll make an attempt. Thanks for the tip.

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:blink: I just opened up Nifskope...

 

Looks like alot to learn...will go through tutorials.

 

I did open up the file in nifskope and right clicked/transform/edit...what exactly do I need to verify here?

 

It's got the name...translation and rotation are all 0's and the scale at 1.0000. have a feeling I'm way off base.

 

Apologize but I'm really new at this and sometimes the obvious to others isn't quite so obvious.

 

Thanks.

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nifskope can be quite daunting for the first while. if all the translation values are at 0 then its probably not what i was thinking.

in nifskope go to "render" up top and make sure that "draw havok" is turned on, then see if the havok box is where it should be (ie around the mesh) as far as i know, its havok that would tell something where to hit the ground plane, so it seems like its some sort of havok error happening here.

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Rayek ~

 

Here's how I edit my meshes. The first few steps are actually pretty easy point-and-click stuff, it's just a matter of knowing what to select. (Sorry, this is REALLY longwinded...)

 

1) Open two NifSkope windows - in one, open the edited mesh you're working with, and in the other, open a mesh with the exact same properties. Always make sure that "Block List" and "Block Details" are both checked under View in the top menu; whether you view the data in a list or tree is up to you, though I prefer "Show Blocks In Tree" myself.

 

2) On your edited mesh, click on the part of the object you actually changed. Some objects have a single "part" and some are made up of several. The vertices of the part you select should appear as visible and a "NiTriStrips" (NifSkope Triangular Strips) block should be highlighted in the Block List (in my setup, that's the list to the left of the render window with "0 BSFadeNode" at the top).

 

3) Click on the little arrow next to NiTriStrips; it will turn from white to black and expand into a list.

 

4) Pay close attention to what you see here. You just opened a lot of data on your mesh - this list has information about what the Strips are attached to, what textures to use, and what it looks like! Get comfy with the NiAlphaProperty, NiMaterialProperty, NiTriStripsData, and BSShaderPPLightingProperty, as the ability to manipulate these things will give you almost unlimited control over the appearance of items in the game.

 

5) Select the "NiTriStripsData". This holds the coordinates of your object's vertices. Technically you could actually alter the appearance of your mesh by changing the individual XYZ coordinates under "Vertices" in the Block Details window, but that would be a bit of a nightmare, and that's why they made 3D editing programs.

 

6) Right-click the NiTriStripsData and select Block > Copy.

 

7) Go to the UNedited mesh and select the part of the model you edited. Expand the NiTriStrips block in the same way as before. Right click the NiTriStripsData and select Block > Paste Over.

 

8) If all has gone well, the part of the original model you edited should change to reflect what you did - you have replaced that set of vertices with yours. If anything goes wrong there's no Undo command, but you can just reload the meshes - nothing is saved automatically.

 

9) Repeat steps 2-7 for each part of the model you changed. If your mesh looks right, save the original mesh with its new edits using whatever name you want - just make sure you save it somewhere in Fallout's Data/meshes folder so the game will recognize that it's there. Sometimes parts may be scaled wrong or moved, in which case you should Right-click the part in the render window and select Transform > Edit to make adjustments.

 

9) Now you have a model "pre-approved" by the game, but with your edits pasted to it. Remember that a model may look right in NifSkope and the GECK, but still might have problems rendering in-game. With practice you'll be able to spot what's wrong and make changes.

 

Here's an example I just did: for odd reasons of my own I wanted to change the 10mm SMG to be held like an assault rifle instead of a pistol. However when this happens, the character seems to be cupping a hand over the gun barrel. So I imported the 10mm SMG model into Blender and stretched the front out a bit, to give the character something more to hold on to.

 

I exported my altered model, then opened it and the original 10mm SMG in NifSkope. I switched the NiTriStripsData of my model with the original. That's it!

 

There's a lot more to working with meshes and textures in NifSkope, but hopefully that should be enough to get you started on making some changes and having some fun. Don't get frustrated, and if you need help just ask.

 

Let me know if any of that wasn't clear!

 

roguehallow

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-Neunen

Checked and the Draw Havok is on...and it looks like it's correctly around the mesh. Unfortunately same result.

 

-Roguehallow

Holy crap thanks for the write up. More then I expected and certainly appreciated. While it did not fix the issue it opened up some ideas and will have me playing with nifskope alot more.

 

I decided to try and go back to the roots and just import the original mesh to my mod and unfortunately same result. I'm just at a loss at how I can get everything from an already working mod over...and have this strange "drop" issue...even using the original mesh.

 

I guess it could be my method of how I put the Katana into my .esp in the first place using the plugin editor?

 

I appreciate the patience from you guys dealing with a "noob" as they say...and kudos to both of you for your attempted help. Thanks.

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