maywire Posted August 23, 2009 Share Posted August 23, 2009 I'm wanting to make some sheaths and holsters for various weapons, but since nobody seems to know how to add them to the nif like in Oblivion, it needs to be a separate item of clothing. It works perfectly, the only problem is that getting the sheath into the right position is a real pain in the ass. I had to constantly go back and forth between Blender and Fallout making small adjustments as I went. So, does anybody know a way I can see in Blender the position and angle of a weapon so that putting the sheath in the right place won't be such an annoyance? Link to comment Share on other sites More sharing options...
mechine Posted August 27, 2009 Share Posted August 27, 2009 pfft why bother we ran out of space for seperate clothing slots a long long time ago There is a mod out there that has a few holsters, idk 7 or something You could look at that one, :D Not that it will help with the clothing slots being few an full Pfft since when is not having a holster a big deal, I was hiding behind a bridge in sneak today an the PC's head clipped inside the bridge. Didn't slow me down one bit. This is what I would do. Would it work, who knows. First thing I'd get nifscope. Then I'd open a outfit with nifscope Then open the holster with nifscope click the holster in the render window right click it, block, copy branch then go to the outfit from there I would try pasting the branch in different spots until it worked the outfit gets attached to the skeleton nodes, or idk maybe the nodes get attached to parts of the outfit or maybe not even at all, an you don't have to worry about it You'll find out when you get a working version to test Anyhowz, paste the branch in (now since you pasted, nifscope messed up the name) The outfit is like wasteland doctor or something idk inside nifscope the main branch for the outfit will be named something like wastelanddoctoroutfit:0 what you pasted in probably is named PoofTheShrunkenElfForTheWin:0 You go to view an have the block details checked select the part you pasted in (highlight it in list) which it auto highlights whatever you paste in anyhowz the top entry of the block details for whatever is selected is the name Pretty much so the game engine doesn't freak out the names have to be right which is easy enough to do Say I have this wastelanddoctor outfit it's branch is named wastelanddoctor:0 or whatever the part I paste in I'll name the same only wastelanddoctor:1 or more than one, wastelanddoctor:2, wastelanddoctor:3, ect to change the name you right click the entry in the block details which the name is the top entry, right click it an edit text string which brings up the interface for available names, and you can even create new ones, but I thrive on just using the ones that are already in there in order to avoid confusing the snickers bars out of the game engine. You can paste into the very top branch of the block list, or the sub top branchesor even paste on top of a part:0, each way you do it puts it somewhere else in the block listand it's kind of important where it goes. But I mean who's to say that you couldn't just paste the holster in an move it down near the leg to move it you just right click an edit, then click away at the numbers, there's X Y Z then X Y Z rotation If you've been using blender then nifscope will be a snap, it's way easy an way lazy. It's like paintnet, it opens .dds an you don't have to convert so you save time nifscope loads really fast like paintnet, so you get quicker edits just have a save game wearing the item an go back an forth all it is, is taking a note of the position and where it needs to be then start small an move it until it works. I used nifscope to change how a rifle was held the gun and it's 12 parts all had to be angled down by 5 degrees then lowered a click or two Update tangent spaces helps sometimes to keep things on the X Y Z instead of moving offset from the normal Link to comment Share on other sites More sharing options...
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