feeveer Posted May 20, 2011 Share Posted May 20, 2011 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_XDirect Help would be much appreciated...Or perhabs a n00b friendly guide to adding magazine clips? Thanks! Link to comment Share on other sites More sharing options...
Moraelin Posted May 20, 2011 Share Posted May 20, 2011 Hmm, can't say I've ever added clips or such. Have you tried starting with a weapon that has one and just changing the meshes? That's what I do. Link to comment Share on other sites More sharing options...
lostone1993 Posted May 20, 2011 Share Posted May 20, 2011 (edited) I know this promblem, you will need the following program Nifskope,FOMMNow goto your fallout data directory whereverfalloutisinstalled/fallout3/dataDouble click on meshes it should open up in fommnavigate to weapons and extract assualt rifle somewhere open up your weapon in nifskopeopen 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 edittype in the name of the clip above click save and name as you wish your mesh should work nowif 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 May 20, 2011 by lostone1993 Link to comment Share on other sites More sharing options...
feeveer Posted May 21, 2011 Author Share Posted May 21, 2011 Hi! I tried editing the string names from a base weapon to my custom mesh, but in the game the clip still doesn't come off, Link to comment Share on other sites More sharing options...
Ghogiel Posted May 21, 2011 Share Posted May 21, 2011 (edited) 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 May 21, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Recommended Posts