Minoumimi Posted April 28, 2014 Share Posted April 28, 2014 has title says =) it worked for oblivion taokaka armor where the paws are even bigger then the mecha foxand well now i converted obliv mecha fox armor to falloutNV alsobut when i try to look at the pipboy, the paw is all over it and i cannot see my screen at all,they are the same size has my taokaka ones, both have the same setting in geck to hide normal hands and upperbody,it works fine for taokaka but not for mecha fox, so any other way i could force left glove to disapear when entering pipboy view? Link to comment Share on other sites More sharing options...
Dustin81 Posted May 1, 2014 Share Posted May 1, 2014 You could have the armor use the same slot as the glove. Another option, though a bit drastic, is to have the model entry for the pipboy glove be blank thus making it permanently invisible. Link to comment Share on other sites More sharing options...
grigoriprime Posted May 3, 2014 Share Posted May 3, 2014 Could you just make a transparent .dds and have your texture set use that for the PipBoy glove? I only messed with that part of the setup on an armor where it wouldn't be visible anyway so I can't actually vouch for this working, but I also don't see why it wouldn't. Though it could also cause some strange specular issues. Just to be clear, you mean the glove part of the PipBoy not the "cuff" part of the actual PipBoy right? Link to comment Share on other sites More sharing options...
Nimboss Posted May 6, 2014 Share Posted May 6, 2014 What about just remove the PipBoy Glove with player.removeitem 25B83 1 in console mode? Will you still get crazy anomalies? If not this could be scripted in the mod. An idea since I just don't know exactly how you do the rest (this might just screw up other things, but keep the base idea if you struggle with other similar cases where this actually will work) but what about: Extract the PipBoyGlove .NIF file from the meshes.bsa. Open it in NIF tools, find the scale setting for the mesh and set it to .1 or something. And include it in your mod. This will make the glove "invisible" since it is hidden inside the hand. The nice part of this approach is when a user decide to uninstall your mod (not clear why they would like to to that at all :huh:) the original glove will be present again without any manual console hackings. Link to comment Share on other sites More sharing options...
Minoumimi Posted May 7, 2014 Author Share Posted May 7, 2014 nah its the sleeves from my armors, its not gloves i dont use gloves hehebut i found a way to fix this i simply have to add hand weight on my sleeves and it will be invisible in pipboy, but it kinda cause some weird issues but works,i have 4-5 armors that has super long Large sleeves with claws, so since i only used bodies to copy weight it did not have proper hand weights to it,and the large sleeve would just hide it.so add hand weight to the sleeves manually then make geck make hands invisible and it works =) Link to comment Share on other sites More sharing options...
Nimboss Posted May 7, 2014 Share Posted May 7, 2014 Oh in that case, maybe this will be usable for the next time: (from http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1#The_PipBoy_and_the_left_arm ) The PipBoy and the left arm In Fallout the left arm is a particular case because that is the arm where your character wears the PipBoy.Depending on the shape of the armour you are creating, it is very likely that the end of the sleeve or the left glove will be bigger than the PipBoy in some places and will clip through it in game.On the other hand, if you make the left sleeve or glove too close to the arm to avoid clipping, it will look bad when the armour is worn by an NPC that doesn't wear the PipBoy.To solve this do the following:Create two versions of the part of the left sleeve or glove that will go under the PipBoy: a normal version and a tight-fitting version.Save each of these versions as different objects (it is also recommended that they are separate objects, not joined to the rest of the armour, so the final mesh is not too big).Name PipBoyOff the object that has the normal version of the left sleeve or glove (this is the object that will be seen on characters that don't wear the PipBoy, like NPCs).Name PipBoyOn the object that has the tight-fitting version of the left sleeve or glove (this is the object that will be seen on characters that wear the PipBoy, like your characters).Following this naming convention Fallout will equip automatically one version or the other of the left sleeve or glove to the characters in game, depending on if they wear a PipBoy or not. Link to comment Share on other sites More sharing options...
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