AmplSi Posted February 9, 2015 Share Posted February 9, 2015 I am currently creating custom armors to package with my weapons, made by copy-pasting parts of different armors together. Normally, when making a weapon, i would often times rotate, translate, and resize different pieces, and it kept those changes in the G.E.C.K. However, while doing the same for the armor, it is as if it did not change those alterations (though I saved many times) and would appear in the G.E.C.K. in odd positions or at a bad scale. Help with solving this issue would be greatly appreciated. Link to comment Share on other sites More sharing options...
nivea Posted February 9, 2015 Share Posted February 9, 2015 Make sure you update Tangent spaces, also rigged stuff doesnt always work like that you may have to go into blender and rig them ect.Spells -> Batch -> Update All Tangent Spaces Link to comment Share on other sites More sharing options...
luthienanarion Posted February 10, 2015 Share Posted February 10, 2015 (edited) Also, always apply any transformations made in NifSkope. The NIF will store the translations as offsets from the center point, but the game completely ignores that data. Edited February 10, 2015 by luthienanarion Link to comment Share on other sites More sharing options...
nivea Posted February 10, 2015 Share Posted February 10, 2015 Also, always apply any transformations made in NifSkope. The NIF will store the translations as offsets from the center point, but the game completely ignores that data. I always get mixed results with that, sometimes the nif does not need it other times it does... and other times it ends up on the other side of my characters body lol. Oh nifs you so temperamental lol. Link to comment Share on other sites More sharing options...
MBile Posted February 11, 2015 Share Posted February 11, 2015 Also, always apply any transformations made in NifSkope. The NIF will store the translations as offsets from the center point, but the game completely ignores that data. I always get mixed results with that, sometimes the nif does not need it other times it does... and other times it ends up on the other side of my characters body lol. Oh nifs you so temperamental lol. i gave up on trying to mod nif files in nifscope. Blender has proven to be far more effective. for a variety of raisins:1) better control of vertex and face placement2) correcting weight rigging.3) far better UV texturing + texture painting if i could cut nifscope out completely I would, but sadly you need it to fix most of the node data since blender exports everything into a mess most of the time. hello copy branch, past branch, Ctrl Up Ctrl Down...etc. the worst is trying to join objects in blender and it exports into different subnodes due to texture goofs. grrr. Link to comment Share on other sites More sharing options...
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