Gopher Posted April 23, 2010 Share Posted April 23, 2010 I have a mod that adds some new armor and I have had a request to make a version that works with the pipboy begone mod. I tried this mod and sure enough when I equip my armor, there is an invisible left arm section. This does not happen on some other armors, so i am wondering what should I look for in the mesh to get the Pipboy OFF model to appear? Thanks in advance :) Link to comment Share on other sites More sharing options...
Gopher Posted April 26, 2010 Author Share Posted April 26, 2010 Bumping this once to see if anyone has any ideas. If I don't get a response I will assume noone knows :) Link to comment Share on other sites More sharing options...
aktaylorh Posted April 27, 2010 Share Posted April 27, 2010 if an NPC wears the armor is there an invisible left arm section? Link to comment Share on other sites More sharing options...
Gopher Posted April 29, 2010 Author Share Posted April 29, 2010 if an NPC wears the armor is there an invisible left arm section? No it seems on followers the armor appears normally. Just for the player it is invisible. Link to comment Share on other sites More sharing options...
Ghogiel Posted April 29, 2010 Share Posted April 29, 2010 Probably its the hide pipboy setting in the armor entry in the geck...I don't know how pipboygone is supposed to work :shrug: orI believe the trishape name flags the game to render one or the other. ie PipBoyOn and PipBoyOff. look in any vanilla armor for their set up. Seems you are getting the PipBoyOn mesh to render but with pipboygone, there is no PipBoy, hence the big gap in the mesh. which is why I think pipboygone does something else. if it just changed the hide pipboy on armor, the modded ones would just show up with pipboy intact with no issues. just compare 2 meshes, one that works and one that doesn't. specifically looking for trishapes that begin with PipBoy. Link to comment Share on other sites More sharing options...
Gopher Posted April 30, 2010 Author Share Posted April 30, 2010 Probably its the hide pipboy setting in the armor entry in the geck...I don't know how pipboygone is supposed to work :shrug: orI believe the trishape name flags the game to render one or the other. ie PipBoyOn and PipBoyOff. look in any vanilla armor for their set up. Seems you are getting the PipBoyOn mesh to render but with pipboygone, there is no PipBoy, hence the big gap in the mesh. which is why I think pipboygone does something else. if it just changed the hide pipboy on armor, the modded ones would just show up with pipboy intact with no issues. just compare 2 meshes, one that works and one that doesn't. specifically looking for trishapes that begin with PipBoy. The two meshes I compared seemed to be identical but one works and other doesnt. Bot have PipBoyOn and PipBoyOff models that are identical except for the numbers after the PipBoyOn/Off labels. Link to comment Share on other sites More sharing options...
aerialz Posted April 30, 2010 Share Posted April 30, 2010 What seems to solve this problem is to save and reload the game, next time you load the game the "gap" will be gone. At least this works for me. Link to comment Share on other sites More sharing options...
Gopher Posted April 30, 2010 Author Share Posted April 30, 2010 What seems to solve this problem is to save and reload the game, next time you load the game the "gap" will be gone. At least this works for me. Really? Ok I will give that a try when I get home thanks :) Link to comment Share on other sites More sharing options...
Skree000 Posted May 4, 2010 Share Posted May 4, 2010 What seems to solve this problem is to save and reload the game, next time you load the game the "gap" will be gone. At least this works for me. Really? Ok I will give that a try when I get home thanks :) pretty certain that the solution is in geck in the items/clothing/armor properties. Look for flags and play around. I had to mess around when doing the BF2142 armor to make sure that it cancels out (or doesnt cancel out) the pipboy as well as the pipboy glove.These are toggleable in GECK Afaik... unless im remembering wrong... Link to comment Share on other sites More sharing options...
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