RynDrecker Posted September 19, 2015 Share Posted September 19, 2015 (edited) I'd ask anyone available to perform a mesh modification for my own personal use on the "Drags New Armor Pack" mod. Specifically, I ask that the ends of the hood be shifted forward slightly, and the peak be dipped over to cover most or all of the forehead, ending just above the eyebrows. I would also request that the nose part of the mask be moved a little higher towards the bridge of the nose, mayble just an inch or two more.Basically, I need it to look a little more like the art.http://cp14.nevsepic.com.ua/192/19127/1385114317-071_max.jpghttp://www.cosplayisland.co.uk/files/costumes/4168/39549/Anger_Cinimatic.jpgI tried editing the meshes myself, but no self-instruction invested in using blender or nifskope, and partly due to my own impatience, I realized the difficulty of a relatively simple job if you don't have the know-how.I've also uploaded in-game screenshots below to focus on exactly what's bothering me. The second screenshot with the helmet marks how far i'd like the hood to cover.http://puu.sh/ki8Yy.jpghttp://puu.sh/ki8Zv.jpgZIP if it's not working:https://mega.nz/#!VRc0xbZBThanks for looking at this request, shoot me a PM if you take up and finish this little job. You're all genuinely wonderful people. For now, I'm going to wear my helmet :laugh: EDIT:Forgot to mention this earlier, but there's been a longstanding bug in First Person Mode for this outfit where your arms disappear. If you pick this up, you don't have to fix it to give it to me, but it'd be much appreciated.EDIT2:Fixed screenshots (probably). Also zip'd them just in case, and uploaded them to a different site. Edited September 20, 2015 by RynDrecker Link to comment Share on other sites More sharing options...
devinpatterson Posted September 20, 2015 Share Posted September 20, 2015 It is an open asset, so other peeps can help out. I couldn't retrieve your pics as I kept getting a network error. If you convert those bmps to jpgs you'll reduce the size by 90%. The bug re: arms disappearing has to do with the naming of that part of the model. The fallout engine doesn't render niTriShapes/Strips that start with the keyword UpperBody (by design), if they are renamed something that starts with arms, it should show up. Link to comment Share on other sites More sharing options...
RynDrecker Posted September 20, 2015 Author Share Posted September 20, 2015 So fixing the arm bug is a simple matter of renaming all the "UpperBody" parts into something like torso or even random gibberish? Gonna try that when I get home. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 20, 2015 Share Posted September 20, 2015 So fixing the arm bug is a simple matter of renaming all the "UpperBody" parts into something like torso or even random gibberish? Gonna try that when I get home. No, you've got it backwards. The arms are disappearing, so they may have UpperBody_whatever (which would explain why the game engine is not rendering them in 1st person) for the name string. You want to change that to Arms_XXX where XXX is whatever. I havn't actually looked at the nif, but that's my guess as to whats happening, since it fits the description you gave of the bug. But I suppose it could be something else, as dragbody is a very competent modder/modeler......so it would be a bit surprising if he missed it. It could be that the arms are part of one single mesh, in which case you'll have to split it in blender before renaming the arms, otherwise if you don't, then the whole enchilada shows up in frist person (torso, legs, arms. Everything, except head, meatcaps & pipboy on/off). Link to comment Share on other sites More sharing options...
RynDrecker Posted September 21, 2015 Author Share Posted September 21, 2015 I took a look in nifskope, and it seems like dragbody thought he'd fixed it, but never actually tested it? It's telling me that the arms are indeed a separate group of NiTriStrips called "Arms [2]" and not merged to the main torso part of the jacket ("UpperBody.006 0 0") or hood ("UpperBody.006 0 1"). All three are children of the 0 NiNode, with said node labeled as "Scene Root [6]". Link to comment Share on other sites More sharing options...
devinpatterson Posted September 21, 2015 Share Posted September 21, 2015 I took a look in nifskope, and it seems like dragbody thought he'd fixed it, but never actually tested it? It's telling me that the arms are indeed a separate group of NiTriStrips called "Arms [2]" and not merged to the main torso part of the jacket ("UpperBody.006 0 0") or hood ("UpperBody.006 0 1"). All three are children of the 0 NiNode, with said node labeled as "Scene Root [6]". So my supposition/guess would be incorrect. I think I'd have to look at the nif, I'll try to take a peek at it. Fair warning though, it probably won't be soon (few things in the mix right now). Link to comment Share on other sites More sharing options...
DaemonGrin Posted September 21, 2015 Share Posted September 21, 2015 It is an open asset, so other peeps can help out. I couldn't retrieve your pics as I kept getting a network error. If you convert those bmps to jpgs you'll reduce the size by 90%. The bug re: arms disappearing has to do with the naming of that part of the model. The fallout engine doesn't render niTriShapes/Strips that start with the keyword UpperBody (by design), if they are renamed something that starts with arms, it should show up. Sorry to hijack just curious about this. Considering the upperbody mesh is solely named upperbody and not broken up into arms and legs how does this work? Thanks,Geoff Link to comment Share on other sites More sharing options...
devinpatterson Posted September 21, 2015 Share Posted September 21, 2015 Sorry to hijack just curious about this. Considering the upperbody mesh is solely named upperbody and not broken up into arms and legs how does this work? Are you sure? The OP has posted that there are separate groups ("a separate group of NiTriStrips called "Arms [2]" and not merged to the main torso part of the jacket ("UpperBody.006 0 0") or hood ("UpperBody.006 0 1"). ". Link to comment Share on other sites More sharing options...
DaemonGrin Posted September 21, 2015 Share Posted September 21, 2015 Sorry to hijack just curious about this. Considering the upperbody mesh is solely named upperbody and not broken up into arms and legs how does this work?Are you sure? The OP has posted that there are separate groups ("a separate group of NiTriStrips called "Arms [2]" and not merged to the main torso part of the jacket ("UpperBody.006 0 0") or hood ("UpperBody.006 0 1"). ". Oh nah I meant the actual upperbody meshes femaleupperbody.nif or upperbody.nif but I was going off memory after checking, I mixed it up the upperbody part is actually the underwear and the body itself is arms01 so my curiousity is sated. I'm goofy,Geoff EDIT - As a side note I remembered I have that mod downloaded and indeed the armor on the arms is Arms and the body mesh part for the arms is Arms.002 (male version). The armored section of the arms it has a nialpha property attached to it. I'm just throwing things out there based on the arms being seperated etc. Do you use ENB it might be affecting the nialpha? Link to comment Share on other sites More sharing options...
devinpatterson Posted September 21, 2015 Share Posted September 21, 2015 No worries, it can be convuluted, and I'm sure there are other factors as well to complicate things. Link to comment Share on other sites More sharing options...
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