RozenDoll Posted December 4, 2010 Share Posted December 4, 2010 i have looked all over the internet and couldn't find a clue about it. what i'm trying to do is mix'n'match 2 body replacers. unfortunately the one head doesn't seem to fit the other body. i tried scaling the head in NifSkope, which resulted in eyes, teeth etc scattered all around in the geck. rescaling the body.nif doesn't seem to have an effect ingame. anyone care to enlighten me on what i'm doing wrong or help me realocate the head?thank you kindly Link to comment Share on other sites More sharing options...
rainrtw Posted December 10, 2010 Share Posted December 10, 2010 (edited) First of all, just so you know this is a much more complicated thing then it may seem. You can move the various animated parts around all you want in nifscope, but the animations are stored in the .egm and .tri file associated with the head. When a part of the animation starts up it yanks those vertices it calls on right back up to the spot the animation says they should start at. Hence scaling and such in nifscope would seem useless. What you end up having to do, if I am not misreading this due to fatigue, is to rebuild the .egm and .tri files after reshaping the head and associated parts.... and believe me that is not easy. I have done it for the custom heads I use on my character in game, but I have not seen any race mod up for FO3 (to my knowledge) that shows a true example of this. The modder Luchaire is the only person I saw to do it flawlessly in their Oblivion mods. I myself use a workaround to alter the head nif's and yet retain all the animations (since for some odd reason you can't copy the blink animations properly, unless of course you are Luchaire the god of modding). Basically what I am saying is unless you are very familiar with the nif format, nifscope, the conformulator, and maybe blender I would advise against altering heads for now. It is a real pain to get it right. Now on the flip side you may well be able to alter the Body mesh a bit to make it line up with the head, but that would require blender/max skills. Edited December 10, 2010 by rainrtw Link to comment Share on other sites More sharing options...
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