Storander Posted January 22, 2015 Share Posted January 22, 2015 HI nexus forums, I'm pretty new to modding and I'm having some troubles with a custom full-face helmet I'm making. I have the model and texture finished, but can't get it to properly fit my character in game; it's detached and to the left of the player character by quite a ways.I've made a .egm file using conformulator, but that did not help. I've realized I probably have to attach it to the body mesh some how (perhaps using either nifskape or 3ds max), but I have no idea how to do this. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Jokerine Posted January 22, 2015 Share Posted January 22, 2015 You could upload the model to take a peek :whistling: Link to comment Share on other sites More sharing options...
Storander Posted January 22, 2015 Author Share Posted January 22, 2015 (edited) I certainly might as a last resort when I'm pulling my hair out :ohmy:. It's important to learn this so I can figure out what I'm doing wrong though. I recently opened my .nif in nifskape and used the transform tool to further set it in the exact same position as the default male face model. Unfortunately that didn't seem to help. Edited January 22, 2015 by Storander Link to comment Share on other sites More sharing options...
Fallout2AM Posted January 22, 2015 Share Posted January 22, 2015 (edited) If you don't want to attach the nif, you could attach a picture of the issue.The only thing I can think without seeing the issue is that if you conformulated an EGM you probably weighted it only on the Head. Now you're having the problem where the hat is rotated 90 degrees on a side of the head.But if it's full face, wouldn't be better to rig it as a full mask, without the EGM? i.e. vanilla helmet raider Edited January 22, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
Storander Posted January 22, 2015 Author Share Posted January 22, 2015 (edited) Is there a newb friendly tutorial or video on helmet rigging? I just attempted it on my own to hilariously bad results.Would it be possible to open the raider helm in nifskape and copy my model over onto that skeleton? Edited January 22, 2015 by Storander Link to comment Share on other sites More sharing options...
M48A5 Posted January 22, 2015 Share Posted January 22, 2015 In order to rig your new model to a skeleton, you will need Blender and the associated files. This will allow you to parent the helmet to the skeleton and then bone weight it. To do this, your will need Python 2.6.6, Blender 2.49, PYFFI 2.1.11 and NifScripts 2.5.9, installed in that order. The download links can be found here: http://niftools.sourceforge.net/wiki/Blender Link to comment Share on other sites More sharing options...
Storander Posted January 22, 2015 Author Share Posted January 22, 2015 (edited) Man, I thought the modeling and texturing was going to be the hard part lol.Thanks for the link! I currently have a student copy of 3DS max 2012 ive been using with nif scripts, so I suppose I have that covered. I'm not familiar with bone weight or rigging, and my google-fu is failing me in finding a video tutorial, especially one specific to helmets.Edit: Ive been using this guide:http://wiki.tesnexus.com/index.php/3ds_Max_armor_to_Fallout_New_Vegasbut I think Im too newbish to apply this concept from armor to a helmet as my mesh seems a bit broken once its in Geck Edited January 22, 2015 by Storander Link to comment Share on other sites More sharing options...
M48A5 Posted January 22, 2015 Share Posted January 22, 2015 You can find a few helpful tutorials here: http://www.nexusmods.com/newvegas/mods/45444 Link to comment Share on other sites More sharing options...
Storander Posted January 23, 2015 Author Share Posted January 23, 2015 Thanks a lot for the links! They helped a ton, I finally got the bastard working.In case someone comes accross this thread with the same problem, I also used this guide:http://wiki.tesnexus.com/index.php/3ds_Max_exporting_custom_assetsin conjuction with M48A5's links.That wasnt all however, in game it was still quite strangly positioned on its side and far to the left of the body mesh. In case anyone else runs across this weird bug, you can rectify this by editing the xyz coordinates in nifskape to fix this. I went back and forth to game and nifskape until it was acceptably rested on the shoulders. Im sure theres a more efficient fix, but that's the only one I could figure out. Link to comment Share on other sites More sharing options...
Fallout2AM Posted January 23, 2015 Share Posted January 23, 2015 I once had a hat in a wrong position in game but correct position on Blener, it was told me to do Update Space Tangents in nifskope and wow it really solved, it went in the right position in game too Link to comment Share on other sites More sharing options...
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