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Problems with certain parts of power armor applied to Fawkes


TheSwampFox

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http://niftools.sourceforge.net/forum/viewtopic.php?f=24&t=6083 As you can see I've already searched for help in the NifTools forums, but they seem rather dead; so I am here hoping for some help on this problem that is infuriating me. If you did not read the post from the link, the problem is that I am all finished up on the T51b power armor I wish to apply to Fawkes (In NifSkope that is), however once in game the right shoulder pauldron is not on the shoulder of Fawkes, but floating about a foot behind him; and his right arm piece is simply not at the same scale size as it is in NifSkope (Smaller). I am rather new to editing meshes with NifSkope, so any help would be appreciated as I do not have the slightest clue as to what the problem is. I have also uploaded the .nif file to MediaFire if you wish to have a look at it yourself. http://www.mediafire.com/download/rf9t89rrwknppdt/smspinebreakervaultArmored.nif

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TheSwampFox - Hello!

 

"however once in game the right shoulder pauldron is not on the shoulder of Fawkes"

 

If you open the mesh in Nifskope & expand the details of the left & right pauldrons to compare, you'll notice that the left pauldron has a BSDismemberSkinInstance block whereas the right one does not.

 

That's why the right pauldron is not working properly, a BSDismemberSkinInstance block tells the piece what bones of the skeleton it's connected to so that it can be moved properly on the body.

 

No BSDismemberSkinInstance, no connection to bones.

 

You need to add bone weights to that part in Blender, you should be able to use the Bone Weight copy script to copy the weights from another part of the body.

 

Detailed explanation of that here:

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1#Add_weights_to_the_armour

 

Hope this helps!

 

Prensa

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@Prensa kudos to you for your detailed response, that no doubt would yield a solution for me. I gave it a shot but simply could not find what was needed to be done in blender. If anyone that has the know-how could possibly DL my .nif file I linked to and be so kind as to fix it and upload it, I would be VERY appreciative and no doubt so would the numerous other folk that requested me to upload said .nif file as a TTW mod.

Edited by TheSwampFox
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TheSwampFox - Hello!

 

"Prensa kudos to you for your detailed response,"

 

Thank-you kindly!

 

Bone weighting seems complex at first but it's not so bad once you get into it, well worth learning. :smile:

 

The right forearm armor seems to have been scaled just in Nifskope possibly? That would explain it's odd behaviour, without Apply used the changes are not locked.

 

Armor pieces need to have BSDismemberSkinInstance re-saved once heavily altered, a job best suited for a 3d model program like Blender.

 

It also seems to have some of the human sized sleeve & torso armor attached which looks a bit strange.

 

"If anyone that has the know-how could possibly DL my .nif file I linked to and be so kind as to fix it and upload it"

 

See how this works for you:

 

https://www.mediafire.com/?k46d4p9c833eea4

 

I Bone Weighted the shoulder pad, I deleted the right forearm armor & mirrored the left one to the right a weighted it.

 

Both those forearm pieces are clipping the arms, you can adjust them by scaling them up a bit in Blender, or removing some of the hidden Super Mutant arm underneath them.

 

I don't have the textures for the front harness you're using so I can't tell how that's working (textures\creatures\smspinebreaker\SpineArmor_D.dds), I assume you've got those at your end.

 

Hope this helps!

 

Prensa

Edited by prensa
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