lostone1993 Posted November 20, 2010 Share Posted November 20, 2010 I am trying to customise a weapon in nifskope, I am trying to copy a laser from the 10mm pistol to the 223 sub machine gun everytime, I attempt to load it in the geck the geck crashes Any help is wanted, this is the first time of customising a model apart from retexs I have attached the model if that helps Link to comment Share on other sites More sharing options...
Moraelin Posted November 20, 2010 Share Posted November 20, 2010 At a quick look, you have references to string numbers higher than the actual highest-numbered string in the strings table in the header. I don't know if that's the only problem there, but I've crashed the game in ye olde days before the FO3 GECK that way myself. Consider looking at the blocks in a list view, choose the header (first entry in the list), look at the "Num Strings" value, update to 1 higher than the highest string number your nif references. (The block texts/names on the right side of the tree are strings. Highest number I see at a quick look in the tree is 24, so unless you have more strings somewhere else, you need 25 strings.) Now hit the icon with the green arrows in a circle next to "Strings". Expand it. Write something in the new empty strings at the end of that list, for example, the same as what's in those strings in the laser-sighted pistol you copied from. Link to comment Share on other sites More sharing options...
GrindedStone Posted November 20, 2010 Share Posted November 20, 2010 Block names are messed up too, with everything in one block rather than seperated parts added to the main shape. I guess they are called string names, but I just always thought of them as blocks. such as SMG:0SMG:1SMG:2SMG:3 When you paste something in right click the top of the block list to do it, then since it's already highlighted, go down to block details an the top entry, right click, edit string index, then pick the main shape name in the list which is SMG:0 or something, go to the bottom an change the 0 to 1 or 2 3 4 5 depending on how many parts you add. SMG a Assault Rifle an even sniper rifle are less effected by this, however something like a semi automatic pistol will junk up the fire rate when it's messy so for those just try to match what the vanilla pistols look like. Then Hacked meshes which crash the GECK can often be fixed if you use the spell update all tangent spaces, or you could right click each shape, mesh, update tangent space. Which if this doesn't fix it then you use the spell stripifiy all nitrishapes, then if you wanted you can go back an triangulate which will turn them back into NiTriShapes if you wanted them that way. Normally Strips are better for performance reasons. Armor an clothing though sometimes you need some parts as a shape so that it doesn't deform when animated from being attached to the skeleton, somthing like that. Anyhow the mixture of updating tangent spaces an stripifiy will usually fix the GECK crashes when U pick the weapon model. I say that because I assume you know that the way we hack up an mash up weapons animations is from cut an pasting one weapon into another vanilla mesh. Maybe you want a weapon to have performance like another one or reload an attack animations like this other weapon, that's done from cutting the shapes an pasting them into which ever vanilla mesh you wanted to have those attributes for, this being from most of the animations being locked into the weapons meshes themselfs. hence the mash ups. An example of this was porting the Benelli M4 S90 from FO3 to FNV, most of the meshes including the FO3 version I made had poor performance for a Automatic shotgun, so I ended up pasting those shapes into the All American Carbine, because it's a semi auto rifle with nice double tap responce, an bam now the gun has too much performance, but it's better than to little. Link to comment Share on other sites More sharing options...
lostone1993 Posted November 20, 2010 Author Share Posted November 20, 2010 Okey, I will have a go at your suggestions, some of it I did'nt understand some of it I didthanks by the way Link to comment Share on other sites More sharing options...
Moraelin Posted November 20, 2010 Share Posted November 20, 2010 @GrindedStone: actually they're only shown as the same string, because NifSkope shows you the last string in the table for all strings with indexes higher than that. E.g., if you have a string table like: 0: boo1: eek2: gotcha And some blocks with string indexes 3, 4 and 5, they'll all show as "gotcha" in the Nif although they're all just invalid strings. The tree structure seems to be ok, though, as it's simply the copied structure of the laser pointer. Not sure if the tangent spaces are going to be a problem there either, as he copied an existing part which has the right tangent space anyway. Mind you, it's still a good idea for new meshes, but in this particular case it probably doesn't apply. Link to comment Share on other sites More sharing options...
lostone1993 Posted November 20, 2010 Author Share Posted November 20, 2010 I found the problem, turns out it was the lasers beam as soon as I deleted that and moved the laser pointer nif-shape thing out of the block it was accepted fine Link to comment Share on other sites More sharing options...
GrindedStone Posted November 23, 2010 Share Posted November 23, 2010 I know you are but what am I? :P @ Moraelin :D Pleaze don't hit meh! Link to comment Share on other sites More sharing options...
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