ivenoname Posted November 8, 2010 Share Posted November 8, 2010 So I took a mod (gun obviously) I really liked for FO3 and added it to FONV. When I aim in first person it holds the gun like I should be but the crosshair is a bit above the gun, so I am not really using the Iron Sights. What I want to figure out is how I can make the iron sights line up with the cross hair. Link to comment Share on other sites More sharing options...
vashts1985 Posted November 8, 2010 Share Posted November 8, 2010 So I took a mod (gun obviously) I really liked for FO3 and added it to FONV. When I aim in first person it holds the gun like I should be but the crosshair is a bit above the gun, so I am not really using the Iron Sights. What I want to figure out is how I can make the iron sights line up with the cross hair. iron sights are controlled by a node named ##sightingnode you have to line the node up exactly with the front post like this: http://i241.photobucket.com/albums/ff58/vashts1985/sightingnode.jpg highlight the node as shown. in the block details window, scroll down to the translation line, and double click on the box containing the value. it will pop up with 3 spinners, one for X, one for Y, one for Z. you want to modify the Y axis translation to move the node up or down.just tweak it up or down until you get it into the right spot. Link to comment Share on other sites More sharing options...
ivenoname Posted November 8, 2010 Author Share Posted November 8, 2010 So I took a mod (gun obviously) I really liked for FO3 and added it to FONV. When I aim in first person it holds the gun like I should be but the crosshair is a bit above the gun, so I am not really using the Iron Sights. What I want to figure out is how I can make the iron sights line up with the cross hair. iron sights are controlled by a node named ##sightingnode you have to line the node up exactly with the front post like this: http://i241.photobucket.com/albums/ff58/vashts1985/sightingnode.jpg highlight the node as shown. in the block details window, scroll down to the translation line, and double click on the box containing the value. it will pop up with 3 spinners, one for X, one for Y, one for Z. you want to modify the Y axis translation to move the node up or down.just tweak it up or down until you get it into the right spot. The Weapon I am using never had an iron sights mod for FO3, so there is no "sighting" node in NifSkope. Could I just copy the meshes from my weapon to another that already has the "sighting" node and realign it to my mesh? Link to comment Share on other sites More sharing options...
ivenoname Posted November 8, 2010 Author Share Posted November 8, 2010 Ok so I tried to take the "sighting" node from another mod and apply it to my weapon but it did absolutely nothing. Is there a way for me to build one onto the nif? Link to comment Share on other sites More sharing options...
BulletSix Posted November 8, 2010 Share Posted November 8, 2010 name the new node (the one you copied) "##SightingNode" (without the quotes) and it should work. the exact naming is important. If you can`t get it to work, you can send me a PM with the file and i`ll check, maybe i have better luck. Link to comment Share on other sites More sharing options...
vashts1985 Posted November 8, 2010 Share Posted November 8, 2010 personally if i were you i would actually fit it onto something already in NV, it would make for a better port. Link to comment Share on other sites More sharing options...
ivenoname Posted November 8, 2010 Author Share Posted November 8, 2010 I tried to rename the node but it would not let me do so, not really sure how to go about that. I would gladly add my .nif to a weapon already in game but it has a few animations on it and when I try to copy it over it gets messed up. I am really down to copy (or build from scratch) the ##SightingNode or nothing. Link to comment Share on other sites More sharing options...
solecist Posted November 11, 2010 Share Posted November 11, 2010 click the tiny TXT icon next to the string name in the block details window and add a new string named ##SightingNode...then change the string number to the number corresponding to that new string. works like a charm. Link to comment Share on other sites More sharing options...
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