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Where do Weapons attach on the Armor mesh?


Brandon007

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As the question says, What 'bone' does the sheathed weapon attach to when the player puts it away?

 

And is there anyway to alter it, so the Weapon can attach to a new point, so I can make it so weapons dont partially 'merge' into a new armour when a weapon is put away?

 

This is an issue with Armors that have builtin backpacks, and backpacks in general...

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Well, I know that armor is comprised of a bunch of different bones, but I haven't dug in far enough to find out if there's a way to change where sheathed weapons go... I guess you could script something for that? I think? You could look at the mesh in a modelling program, examine the skeleton. I know that sheathed melee weapons bind to the right hip, and heavy weapons and rifles bind to the center of the back. You'd at least be able to find a bone name there.

 

Maybe through that method, you could adjust the bone in the model and have a weapon bind there instead?

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Well, I know that armor is comprised of a bunch of different bones, but I haven't dug in far enough to find out if there's a way to change where sheathed weapons go... I guess you could script something for that? I think? You could look at the mesh in a modelling program, examine the skeleton. I know that sheathed melee weapons bind to the right hip, and heavy weapons and rifles bind to the center of the back. You'd at least be able to find a bone name there.

 

Maybe through that method, you could adjust the bone in the model and have a weapon bind there instead?

Unfortunatly, Making a script to do all that, is something I cant do. I have almost no scripting experience, and I have no Modelling program that works with nifs properly. :\

 

It would have to be something to be adjusted in Nifskope, if anything. But I cant change the skeleton, as that would make the armour move funny ingame.

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Not really a bone on the armor itself, but on the player. I think that's what does it, because even with vanilla armor, the weapons do kinda merge with the armor.

 

Which then leads to that issue in particular... I dunno if you can adjust the bones of the player model to snap to bones on the armor. I know it's an issue that's shared by the armor set up by Bethesda, though. I think jazzisparis made an NVSE plugin that added a ton of functions. Wonder if any of those add bone manipulation?

 

Of course, the resulting script would be absolutely gigantic, and it would demand a standard of bone naming for it to function properly. But through that, you could end up with quite a powerful mod for New Vegas.

 

Or... just wait for Fallout 4, which might have that system in place anyways.

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The weapon bone(s) will be on the skeleton, not the armor.

 

Yeah. Question is, can those bones be dynamically adjusted so the weapons can be snapped wherever the modder wants?

 

With Nifskope, perhaps. I know it is being done for Skyrim. Very similar probably.

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