gnrbrown Posted December 9, 2010 Share Posted December 9, 2010 Why is it that when I try to make edits to headgear (ie rotate the goggles higher on the head, resize a ballcap) the changes are made and saved in nifskope, But when viewed in GECK or ingame it looks like the changes never took place. what step am I missing. Link to comment Share on other sites More sharing options...
deepside Posted December 9, 2010 Share Posted December 9, 2010 Did you used the transform/accept after the edit?When using the transform edit and saving it you need to do it once again and use transform accept to make it work. :wink: Link to comment Share on other sites More sharing options...
gnrbrown Posted December 10, 2010 Author Share Posted December 10, 2010 (edited) Yeah, Ive accepted my translations and rotations many times. It did manage to make a difference in its appearance ingame, but check this out now: you can see on the right how the goggles are positioned in NifSkope. This was the first time Ive seen my changes updated in GECK with the game engine and you can see how offset the goggles are there compared to nifskope. And even since, using the same steps as I did previously, my changes are not making a difference in GECK. Just to be on the same page. I right click the block list node for the goggles transform>edit. change the values in the transform window to my liking and click accept at the bottom of the window. file>save. check GECK and there is no change. If you are suggesting that I need to use rclick>transform>apply, then that causes more issues than it solves as it resets the node to 0,0,0 while the geometry remains at its current location. Edited December 10, 2010 by gnrbrown Link to comment Share on other sites More sharing options...
Fumofumo Posted December 10, 2010 Share Posted December 10, 2010 Yes, you do actually have to right click, transform, apply. Otherwise, it isn't going to show your translation properly in GECK. If you don't want to do that, just make a copy of your file and do it anyway. Link to comment Share on other sites More sharing options...
gnrbrown Posted December 10, 2010 Author Share Posted December 10, 2010 I can do that sure, but this is what happens Which would mean I would have to move it for the difference and hit apply again and be back in the same boat. Link to comment Share on other sites More sharing options...
Fumofumo Posted December 10, 2010 Share Posted December 10, 2010 Odd. You are using Transform+Edit, then Transform+Apply? It shouldn't position the piece a meter above your characters head if you had already positioned it beforehand. Link to comment Share on other sites More sharing options...
deepside Posted December 11, 2010 Share Posted December 11, 2010 Ah the bug that fallout 3 and new vegas has when editing the headgear.If you have noticed,it is now changed.Sad thing is that when doing it with headgear it can mess up its position.What needs to be done now is placing it in the right place.You can do this with nifskope or blender,it will take some time but you open it in one of these and move the mess towards the place it should be.In your case you should be lower the mesh and check sometimes if it is in the right place.It's a matter of moving down,saving and checking untill it is right. remember that you need to use the transform apply in nifskope.One of the reason why i prefer to do it in blender.The reset making it to 0000 is not a problem. Link to comment Share on other sites More sharing options...
Recommended Posts