gnrbrown Posted November 19, 2010 Share Posted November 19, 2010 Every time I try to copy a branch from one weapon to a new one, save it, and apply it as the model in GECK; GECK crashes. So there is a step here Im missing. Say I want to take the silencer from one mod and copy it to my rifle. Open both .nif's in separate windows. select silencer and 'copy branch' from block list. go to other .nif in separate window and 'paste branch' under the BSFadeNode so its in its proper hierarchy. This is crashing the GECK. I dont know what Im missing here. Ive Sanatized and tried to modify the TSpace Flag as I read in another post. Nothing is working. Now Ive got all the textures in the same source folder, with their paths fixed in NifSkope. NifSkope properly renders it without issue. Any theories or assistance is welcome. Link to comment Share on other sites More sharing options...
vashts1985 Posted November 19, 2010 Share Posted November 19, 2010 crap double post. disregard Link to comment Share on other sites More sharing options...
vashts1985 Posted November 19, 2010 Share Posted November 19, 2010 iirc i had a similar problem. iirc i actually inserted a new TriStrip node then renamed and reorganized it, then copied over the tristripdata. if i had to theorize, copying branches as such does not work, there are so many little links and what not that it just does not know how to deal with the foreign branch and craps out on you. building your own branch from scratch in the target Nif lets it figure out all the little details. just a theory. Link to comment Share on other sites More sharing options...
dthumb Posted November 19, 2010 Share Posted November 19, 2010 Although I have never created a custom firearm for the game, I have been successful at adding silencers and replacing clips for vanilla weapons (70 % of the time lol). I'm doing the same steps as you guys did, perhaps it was something inbetween that we forget to do or mess up the screws up the model. I'll post my steps and try it out. Click NiNode from block list - Copy Branch - Click BsFadeNode from Block List - Paste Branch - In Block Details:---------------------------------------------------Name Type ValueName String Txt (Name) (Number)---------------------------------------------------- Double Click Text - Rename the String - Click OK - Update Tangent Space of the NitriStrips - save I just tested this out on a MG34 from the panzer armor and weapons mod and added a silencer. Hopefully it also works for you guys. Link to comment Share on other sites More sharing options...
Moraelin Posted November 19, 2010 Share Posted November 19, 2010 Copying branches definitely works, and I have some half a dozen silenced weapons to show for just that technique. That's how the Widowmaker and silenced revolver and all were built. It works. If I'm going to take a wild guess about that screenshot though, that tree is messed up. It has some material properties and whatnot at the end that aren't part of a NiTriStrips branch. It looks like what happens when you delete just the base node of a branch instead of hitting "Remove Branch", e.g., when doing the import + paste over + delete imported branch gig. Edit: and in case it wasn't clear, the shading nodes and the NiTriStripsData nodes also don't belong outside a NiTriStrips branch either. Link to comment Share on other sites More sharing options...
gnrbrown Posted November 19, 2010 Author Share Posted November 19, 2010 @ dThumb. Yes, those steps work for the Silencer and Front grip Ive added. Was trying to add a Acog on Top and thats starting the crash again. Maybe it has to be connected to the sighting node? Im not sure. Link to comment Share on other sites More sharing options...
dthumb Posted November 19, 2010 Share Posted November 19, 2010 (edited) Ah I see, I haven't touched scope parts yet. First off, list to what Moraelin said, clean up that nif and try again. Wait I tested it, same steps apply. Edited November 19, 2010 by d_thumb Link to comment Share on other sites More sharing options...
gnrbrown Posted November 19, 2010 Author Share Posted November 19, 2010 Yeah same steps apply for regular skopes where you just have a mesh on top and use the 'has skope' box in GECK. which I have been able to do. Im trying to use a ACOG nif where you sight through the geometry itself as an ironsight. Screens attatched. Theres an updated Block List. Everything works minus the selected branch. So Im not sure where the error is. [edit] Sanitize options are a given. Link to comment Share on other sites More sharing options...
gnrbrown Posted November 19, 2010 Author Share Posted November 19, 2010 Yeah same steps apply for regular skopes where you just have a mesh on top and use the 'has skope' box in GECK. which I have been able to do. Im trying to use a ACOG nif where you sight through the geometry itself as an ironsight. Screens attatched. Theres an updated Block List. Everything works minus the selected branch. So Im not sure where the error is. [edit] Sanitize options are a given. Okay, Ive gotten pretty much everything working. The problem now is that my projectiles are firing from the player actor, not my rifle itself. see screen. So far nifskope labels have been pretty straightforward, ie sighting node modifying how the weapon is positioned when using ironsights. I dont see a node controlling where rounds are fired from. [edit]I rooted through some of the weapon .nifs of other weapon mods and it seems my projectile node got lost somewhere in my operation. it is now fixed. When I get the reload working, maybe I'll upload my rifle for download. Link to comment Share on other sites More sharing options...
Recommended Posts