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Missing Arms in 1st Person View -Any hints?


Brendon007

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Greetings!

 

I'm quite new to modding and English is not my motherlanguage, so forgive me if my writings look strange to you.

 

My Problem: I took the Miss Fortune Mesh from the vanilla game, imported it do blender, removed the shoulderpad and the feathers, exported it back to a nif. Change the texture in nifskope. Via Geck made a wearable armor using my modified nif file. Started the game, everthing seemed fine, but sadly only till I went into first person und started fisticuffing some bad people. At this point I had to discover that my arms where missing. After a lot of googling and the lot I think the resaon is, that in the original mesh the whole mesh is defined as BP_TORSO. Looking at some ingame Armor with arms in 1st Person I discovered, that it has BP_ARMS defined seperat. I assume that in 1person view the game engine only displays the parts of the mesh wich are defined as BP_ARMS.

 

I'm fairly new to Belnder too, so my problem is: even if i define the vertices that build the arms as BP_ARMS when I export the thingi nothing changes. MEEHH. Can anyone here give me a hint how I make Blender and/or the Belnder-Nifexporter accept that I want the arms in a seperat tristripe (I think its called) when I export my Mesh?

 

Or am I on a completely wrong track with my solution of the missing arms bug and there is a easy way to make them appear in 1st person?

 

Thanks a lot in advance!

 

regards

B007

 

You can find the faulty file here if you want to take a look: http://www.newvegasnexus.com/downloads/file.php?id=36204

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It doesn't display anything with upperbody in the name. So if the arms are named upperbody, rename them to something else (like 'arms') and see if they show up.

 

Hi Quetzlsacatanango!

 

and thanks for your reply (here and in the comments). I figured that it must have something to do with the names. My problem is, in nifskope the bipnodes all have the correct names.

The model is divided into two parts: the Body and the Armor. For both, body and armor the according vertexgroups of the meshes are named correctly. BUT: both meshes have a higher ranking Vertexgroup wich includes all the parts and is named BP_TORSO. But this groups doesn't show up in nifskope. And even if I rename it to BP_Arms in Blender, the result is the same: it doesn't show up in nifksope and ingame the arms are still missing.

I hope I could clarify what my problem is...

 

regards

B007

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As far as I know, BP_ vertex groups are used for VATS and nothing else. Don't take that as gospel but I don't think that is your problem.

Question: did you just tick the playable box on the existing armor, or did you create a new armor and give it the missfortune mesh?

If the former, I would try the latter. That would tell you for sure if it's something on the nif that is causing the issue or if it's Geck-related.

Make the new outfit a copy of the leather armor or something else that you know works as intended.

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As far as I know, BP_ vertex groups are used for VATS and nothing else. Don't take that as gospel but I don't think that is your problem.

Question: did you just tick the playable box on the existing armor, or did you create a new armor and give it the missfortune mesh?

If the former, I would try the latter. That would tell you for sure if it's something on the nif that is causing the issue or if it's Geck-related.

Make the new outfit a copy of the leather armor or something else that you know works as intended.

 

Dear Sir or Madam, you made my day. I had indeed created a completly new armor in geck. So I just made a copy of the leather armor and changed the mesh teher. And Voila it worked! After compairing the two armor Is, I found out what I did wrong: I had checked Hair in Biped Objekt, assuming that this would tell the engine, not to use a hair mesh. Well apperently I was wrong, it just made the arms vanish instead. I unchecked hair and everything's fine.

 

THANKS A LOT! AND KUDOS :)

 

regards

B007

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