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N00b needing help with custom weapons


feeveer

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I have made a custom weapon with nifs and dds and all that, but when I play the game, and when I reload, the magazine doesn't come off

 

I need help with this please... X_X

Direct Help would be much appreciated...

Or perhabs a n00b friendly guide to adding magazine clips?

 

Thanks!

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I know this promblem, you will need the following program

Nifskope,FOMM

Now goto your fallout data directory whereverfalloutisinstalled/fallout3/data

Double click on meshes it should open up in fomm

navigate to weapons and extract assualt rifle somewhere

 

open up your weapon in nifskope

open up the assualt rifle mesh in nifskope

 

you should see something in the assualt rifle mesh called "##clip##" or "##ammo##" (sorry abit fuzzy)

if you can not see anything like that just click on the clip in the model window it will select it automaticly

look at the name it should start with "##" below the model window

 

now go you your mesh you will not have one named the same

click on your clip

in the bottom of the window there should be something called "stringname" right click and click edit

type in the name of the clip above

 

click save and name as you wish

your mesh should work now

if any of this is confusing or you are lost just pm me and i will tell you in more detail/referesh my memory

or if compleatly lost I could do you for you just send me the file in a pm

Edited by lostone1993
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The node names in your nif must match the names of those that are in the controlled blocks of the animation group you are using. This is how the animation is able to target and control those nodes. All nodes in weapon nifs that are targeted and controlled by animations begin with ##.

 

You can only use the animation group appropriate to your weapon set up. Using assualt riffle is either going to work or not. It may animate your clip block, but if you based the set up on that nif and then use smg anims, The node pivots are not the same and thus your clip will be animated, but once the first reload happens it'll be misaligned from then on.

 

You must pick a vanilla nif and animation set and match that nifs node set up and be using that animation groups reload. Other animations may not have a controlled block that targets a node named ##clip and thus your clip is never going to be animated. Most are named ##clip. You will also need to make sure that if the clip mesh object is a child of any ninode/has a particular hierarchical structure , then your nif must also match this layout.

 

posting nif and info about which animation set you are using will net you specific information on your particular set up.

Edited by Ghogiel
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