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Holsters-yes, I know..XD BUT I actually started to DIG IN


Doreth

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I -started- to get working on this,
using the pre-release NifSkope 2.0, and some ideas from a mod that HIDES holstered weapons in Skyrim -

First, I have some bad news, but it's still not the end of the world :

I compared the skeleton.nif from Skyrim (that one has the nods for weapons around the pelvis, and the back area) with the

-//Meshes\Actors\Character\CharacterAssets\skeleton.nif
-//Meshes\Actors\Character\CharacterAssets\MaleBody.nif

-//Meshes\Armor\Raider01\Raider01Body.nif and static.nif

-//Meshes\Armor\RaiderUnderArmor\RaiderUnderArmorM.nif


To these few skeletons/main bodies/certain outfits from Fallout 4, (all of these have skeleton animation nodes inside them, so a propable place for a weapon nod)

And it seems that any NIF file I viewed are all totally missing any nod near the pelvis / back area, that are not part of the human body.

So at the moment, I can't find ANY weapon nodes for holsters, that skyrim has in any NIF files I feel that can have a nod for holster. (Or I just didn't found it yet...)

I am up for suggestions of course,

And if some more experienced modders out there, do not forget, that we have a working holster system in Fallout3/NV AND in Skyrim, that means on the worst case It can be rebuilt somehow. Game engine should allow it- adding the nods, scripts, AND nods to the weapons, importing the whole system.

Any ideas, please?

1.: -Did I searched for the node in the wrong files? Can you share your ideas how can be still possible to be implemented, just hiding?

2.:-Or we have to rebuild the whole system? (fallout 3/nv has the base "numbers" in the means of dimensions of weapons and where/how to hang-em XD
and Skyrim has the actual holster system with the same engine as Fallout 4. So we can get the idea/way of swaying/etc. for each weapon type from F3, and configure the Skyrim system then-implemented in Fallout 4.)
---If yes, please share your ideas where to start- for example I'm only a very basic pupil in CK scripting... (despite I'm a programmer XD)

It just sounds rough, but with enough digging, -it is logically possible- in the means of programming, to implement this feature.

I welcome ANY ideas in this stage, where to look still, OR how to start to recover/create the missing nods, modify weapon models, implement scripts, etc.
Do not forget: We have working attachments in F4... A holstered weapon is JUST another attachment..

Thank you, and I look forward to brainstorm around this. :smile:

-Daniel



Edited by Doreth
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You can't import for the past games.

 

you mean in a technical sense that its not supported by the new engine, or in a copyright sense as in Bethesda wont alow vanilla content from past games to be ported in?

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You can't import for the past games.

Wrong. I'm talking about -methods-, not files, man. As far as I know F4 is slightly different by the used file types for example textures, from Skyrim. Other than that, several people succeeded importing "stuff", like: methods.. There are tons of mods already that using the f4 engine in the same manner that was certain mods did in Skyrim.

 

People even can use the Tes5editor in some level, and F4 creation pack is not even out yet- not to mention that there are already lots of user made third party programs, like f4editor, and such- Even skyrim adopted tons of oblivion mods, just needed to implement the methods used in the obliv. mods to the new engine- and worked. F4 engine is so exact the same as Skyrim engine, as ppl riding the flying vehicle can accidentally trigger messages in f4 like "you must dismount your horse before entering towns, etc.

 

Please only add creative information, for that, theres everyone welcomed,

 

BUT only criticise, or hold back if you are VERY highly skilled not just in Obliv/f3 AND Skyrim modding, BUT also skilled in tweaking, converting, importing, and programming basics....

 

Thank you.

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