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Viewing weapon position in Blender


maywire

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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?
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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 branches

or even paste on top of a part:0, each way you do it puts it somewhere else in the block list

and 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

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