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Edit Weapon to use a Specific Skeleton Node


7H3LaughingMan

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Is there any means to change a weapons sheath location? I don't want to edit the nodes on the skeleton and move them around, I would like to create a new node and have a custom weapon use that node. I know you can edit armors to use a custom node, but I haven't seen any means for a weapon.

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Weapons can use other nodes if you want, I don't think you can create new ones without modifying the base character nif though (I've tried to get this to work but they can only seem to attach to the base nif skeleton and not nodes of other objects attached to the nif skeleton which is a bugger) you'll find they use a NiStringExtraData node typically attached to the base fade node which tells the engine where you want the object to be attached to. The node has to have the name 'prn' (I assume it means Parent Reference Node? never seen anyone mention the name so not sure) and a string which tells it which node to use (e.g AnimObject R if you wanted to attach it to the AnimObject R node). If you open up weapon nifs you'll see they have this block which is the location that they attach to on the actor. When you unsheathe a weapon it will attach to the WEAPON (or SHIELD node for offhanders) node and the scabbard (the NITriShape labelled 'Scb') stays attached to the original node.. at least that's how I think it works.

 

EDIT: Now that I think about it, I've never tried using custom armor nodes to attach to... it may work. I think HDT Weapon Slings does that so it must be possible to do.

Edited by Arocide
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Well, I went in and looked at both the Iron Dagger & Iron Warhammer's nif. But, when I edited the NiStringExtraData Prn node value of the Iron Warhammer to "WeaponDagger". I saved a copy of the new nif into Data\meshes\weapons\iron but there is no different when I use the Iron Warhammer in-game.

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Did you also change the 1st person models prn node as well? both have to match otherwise it seems to default to the default weapon node, or some kind of random selection takes place either one. There is a problem though, I tested this just a little to make sure I wasn't imagining things :D but the animations events (That is sheathe and un-sheathe) seem to expect the weapon in a specific location if it isn't there it won't be detached and re-attached to the weapon node so it will stick to the body and you'll swing nothing in your hands, just a heads up.

Edited by Arocide
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  On 4/24/2015 at 3:08 AM, Arocide said:

Did you also change the 1st person models prn node as well? both have to match otherwise it seems to default to the default weapon node, or some kind of random selection takes place either one. There is a problem though, I tested this just a little to make sure I wasn't imagining things :D but the animations events (That is sheathe and un-sheathe) seem to expect the weapon in a specific location if it isn't there it won't be detached and re-attached to the weapon node so it will stick to the body and you'll swing nothing in your hands, just a heads up.

Did it work for you by just editing both nif files and putting them into "Data\meshes\weapons\iron", for some reason that didn't work and I had to edit the weapon and 1st person static to point to a different nif and it started working.

 

Also I guess the next step is how to change the animation for equipping and unequipping for a weapon specifically. Once I get that I can move ahead and get to work.

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