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How turn Weapon into Apparel


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Yup, they work! Nice job :smile: I haven't actually messed with constructables yet (well.. other than copying them from something else to pretty up my lawn with some flowers I edited the meshes for... There's another mod I need to finish).

 

My only concern is the requirements and materials. They seem a bit high for this kind of thing :sad: I'd almost say the recipe should be more like what you'd make a sling out of instead, with equivalent requirements. The first increase carrying capacity mod for armor would be a good place to start, then make it maybe half that?

 

Adhesive: 1

Leather: 2

Cloth: 2

 

Without any perk requirements to craft.

 

EDIT: I'd also say to go ahead and throw all the keywords back on that version so people can mod it before linking it if they really want to, with the caveat that they can't change the mods after it's linked, since as I understood it, you never see the apparel item again after that.

 

EDIT2: And the reason why I haven't tested it with the visible weapons mod myself is the reason why I'm currently modding more than I'm playing: It takes like a dozen attempts to load my damn game without it CTD right at the main menu :dry: I know it's because I need to completely remove everything and start from a clean install, buut... effort. :ermm:

Edited by Kikaimegami
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I used the recipe that AE uses for the Sniper Rifle on back because it was already there except I removed wood cause this gun uses no wood as well as the Perk because I think it makes sense to require Gun Nut to craft a gun even if it's only a dummy. I wasn't looking to make this a replacer but instead an Optional File for those who don't like "consoling" items. (myself included)

 

I'll drop the materials down to what you suggest since it makes sense when used with VW that it's simply a sling. I wanna keep the Gun Nut perk req. since if I'm not mistaken the craftable gun requires Gun Nut and if a person doesn't wanna bother with crafting or reqs. then they can still use the current version. Does that sound ok?

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Yeah, that'll work. I was specifically thinking from the angle of using it with VW, but some people may not want to do that, certainly. I was originally going to just place a box in the world for people to go grab it from, but decided against it (and that Root Cellar in Sanctuary is already getting full of random duffelbags from my own private mods.. eesh).

 

Leaving the perk requirement does make sense if it's the same requirement the gun itself has.

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"but it will not work with only one bone in the skin partition, you need at least two, even if one has no weight to it.

- Select Chest_Rear_skin (or whichever bone you've decided to use): Paint the entire thing solid red."

 

in this portion are you telling to paint the chest red aka the reference? or each individual part of the weapon read on the second bone.

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For the pieces that you want weighted, they need 2 bones. Pick at least 1 bone that actually is the area of the body where the weapon will sit. Now paint each piece solid red with the bone selected for your main body area. The 2nd bone you chose should not have any weight painting on the pieces. Do Not paint the actual body.

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Okay so ive been working on making weapon apparel parts for Visible Weapons compatibility, all was going fine but now I'm onto a sword and i cant get the meshes to hold the weight painting. So i followed your little guide up there for bodyslide to make sure and its still not taking the weights, i do have a workaround though, only one shape at a time will hold the weight painting so i can export it piece by piece and then rebuild it in Nifskope, but some of my weapons have more than 30 different shape meshes in them and using this process would take me ages.

 

Looks like you two might of wrapped this post up but any advice? Maybe the bones have a limit on how far they can reach and that's what my trouble is?

 

And as a side note i have managed to get a few parts of my weapons with only 1 bone assigned to them working fine. But some bits don't like it so i guess you must be right :wink:

 

 

*EDIT* Got it figured, rebuilt the whole Armor Model from its source parts and it works perfectly now. I guess the .nif was corrupted.

Edited by Jkroovy
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Looks like you two might of wrapped this post up but any advice? Maybe the bones have a limit on how far they can reach and that's what my trouble is?

 

That's exactly the case. I'm not sure what the falloff on weight copy is for OS, but they definitely have a limit. (They can also sometimes pick up weights you don't want if you aren't copying selected ones :dry: ) Having seen your edit, I know this wasn't your problem, but making a note of it regardless. Also, a way to cheat this that I mentioned earlier in the thread, is move the shapes closer to where the bone is (and make a note of what changes to each axis you made), copy the weights, then move them back to where they're supposed to be.

 

And as a side note i have managed to get a few parts of my weapons with only 1 bone assigned to them working fine. But some bits don't like it so i guess you must be right :wink:

 

Now this is from stuff I'm trying to remember from five years ago, but IIRC it doesn't matter if each shape only has one bone as long as the entire NIF has at least two referenced in skin instances. So for example, like the sword, you could have the blade only weighted to SPINE2 and the hilt to Spine2_rear_skin, with each shape only referencing one bone, but as long as they're in the same NIF, then the game can load it. Another possibility for what is causing what you're seeing is that the shapes that are getting both bones you're trying to copy are doing the work for the ones that only got one of them, because all being in the same NIF, those shapes with the second bone are adding to the NIF's total count of referenced bones and the NIF itself should have those two bones in it when you export (though with OS, it'll just output everything from the reference).

 

*EDIT* Got it figured, rebuilt the whole Armor Model from its source parts and it works perfectly now. I guess the .nif was corrupted.

Either that, or you did something just a tiiiiny bit differently than you did last time, tiny enough that you have no idea what it was. Then you get the same issue again a month from now and have no clue how the hell you fixed it last time. Nooo I don't have experience with that :tongue:

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