bioshards Posted December 22, 2014 Author Share Posted December 22, 2014 i dont understand, are you saying the positioning of the weapon is in the animation files and not the skeleton? Link to comment Share on other sites More sharing options...
devinpatterson Posted December 22, 2014 Share Posted December 22, 2014 i dont understand, are you saying the positioning of the weapon is in the animation files and not the skeleton? It's the offset regardless of whether it's kf's or baked into the nif. Link to comment Share on other sites More sharing options...
bioshards Posted December 22, 2014 Author Share Posted December 22, 2014 there was a mod for oblivion that turned weapons into wearable items using scripts, i have no idea how they managed to do it but it works for all weapons , even modded ones. and im wondering if that could work for new vegas. http://www.nexusmods.com/oblivion/mods/40310/? Link to comment Share on other sites More sharing options...
devinpatterson Posted December 22, 2014 Share Posted December 22, 2014 there was a mod for oblivion that turned weapons into wearable items using scripts, i have no idea how they managed to do it but it works for all weapons , even modded ones. and im wondering if that could work for new vegas. Yep and I'v done the same for NV, see my mod here, and here is a pic; http://static-3.nexusmods.com/15/mods/130/images/47066-1-1342377883.jpg It's what I was referencing when I said the following in my first post; You can however make a dummy model that displays on the front when the weapon is "holstered" but not equipped (meaning it's in inventory). That I do know how to do, but probably won't have time to make one in the near future. Link to comment Share on other sites More sharing options...
devinpatterson Posted December 22, 2014 Share Posted December 22, 2014 But if I figure out anyway of doing it that doesn't introduce a offset into all animations or some other way around it, I'll surely let you know. But at the present time I don't have a clue how to do so, or if it can be done. Maybe two models one with an offset and one without, both under a niVis controller could make one (the model without the offset) disappear when hte weapon is "holstered" leaving the model with the offset (which would/could also be a go/world model), then reverse the niVis controllers to make the offset model disappear and the non offset model reappear when it's drawn and ready for business. But another roadblock is I don't know how to animate, so until I learn I can't do a animation replacer for drawing a weapon from the front. Link to comment Share on other sites More sharing options...
devinpatterson Posted December 23, 2014 Share Posted December 23, 2014 OK 2nd mesh placed in the nif. Same idea as the previous post. niVis controller to make the rear rifle invisible leaving the front visible when the weapon is "sheathed". Reverse that when the weapon is drawn. Won't change any animations (ie no offset), behavior of the character, weapon or planets above....it should be completely impact free. However it depends on being able to turn on and off niVis nodes, meaning it may have to be moved out of the weapon nif, into the scene root of armor/outfit, a armor addon or not be possible at all. Those controllers are tricky and I just started to figure them out before I had to take a extended break from modding. I would have to become familiar with them again, and I may not have the time, inclination or skill. But that's enough for someone else (with a little skill in the area) to put it together as well, if I can't. Here's a pic; http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/ScreenShot21_zps9908c745.jpg Link to comment Share on other sites More sharing options...
bioshards Posted December 31, 2014 Author Share Posted December 31, 2014 (edited) i dont think you understood what i said, the mod for oblivion makes weapons into wearable apparel. even modded ones without having to make a separate model for the wearable version and it works for everything, including all modded weapons Edited December 31, 2014 by bioshards Link to comment Share on other sites More sharing options...
devinpatterson Posted December 31, 2014 Share Posted December 31, 2014 i dont think you understood what i said, the mod for oblivion makes weapons into wearable apparel. even modded ones without having to make a separate model for the wearable version and it works for everything, including all modded weapons Wouldn't even try to comment on what you *mean*, but in regard to what you wrote, my models(s) is/are rigged as wearable apparel and that's what I was referencing. I don't see anything that verifies your claim of "makes weapons into wearable apparel. even modded ones without having to make a separate model for the wearable version and it works for everything, including all modded weapons", in the mod's description, that you linked to. In fact the only thing about wearing gear that I saw is; "Carrying your gear You can now stow your shield or off hand weapon on your back when you're not using it. When you sheath or draw your weapon you can choose whether to ready/stow your shield or OH weapon. This allows for greater flexibility of weapon choice (for example fighting with a torch in one hand is feasible without actively unequipping your shield). If you don't want to stow weapons/shields on your back then there's an option in the INI to simply hide them when you sheath your weapon (note, you do still need to use a two key combo to do this)." I would expect that would be the case (weapon on back) since that's what the ninode in question does (back or side), it doesn't mean it's wearable apparel per se, all weapons have it. So here's where I'm at. I don't see any of the functions you claim in the link to the mod....much less that it works for everything. And you'v said you have no idea how it works. So I'm not too sure what it is you want me to do. I really don't have time to go through 2000+ posts looking for your description (of wearable apparel that works for everything), or set up a new game I'v never used to try and deconstruct a huge mod....nor is there a FONV equivalent for NifSE. So even if I did find the pertinent info I have no way of recreating it in FONV through the same process. So yeah, not too sure what you want me to do with that. Link to comment Share on other sites More sharing options...
bioshards Posted December 31, 2014 Author Share Posted December 31, 2014 i guess another suggestion would be to make the rifles 1 handed guns that use 2 handed animations, like replacing the 1 handed animations of an existing gun with the 2 handed animations of an existing rifle. but i guess that would mean we have to mess up an existing gun's animations for this to work. Link to comment Share on other sites More sharing options...
devinpatterson Posted December 31, 2014 Share Posted December 31, 2014 i guess another suggestion would be to make the rifles 1 handed guns that use 2 handed animations, like replacing the 1 handed animations of an existing gun with the 2 handed animations of an existing rifle. but i guess that would mean we have to mess up an existing gun's animations for this to work. Putting aside the problems that would create (like hand grips & animations being dependent on the weapon type), what would it achieve or what are you aiming to achieve by swapping out the weapon type? I believe the niVis controllers (or some other animation node) are a workable solution or setModelPath. But I don't think you are going to be able to achieve this with the base model, whether the model is swapped out or altered it will have to be changed. Link to comment Share on other sites More sharing options...
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