Descivii Posted March 7, 2016 Author Share Posted March 7, 2016 (edited) Here ya go https://www.dropbox.com/s/m0gk8jbv58wqoxh/Desi-MK14EBR-Apparel.zip?dl=0 I did do the Environment but I may have missed one by accident but I literally went line by line through the BSLightingShaderProperty and BSShaderTextureSet. There was a spot for the scope where it has the lens (spectredr-lens) and that only has a single branch BSEffectShaderProperty so I made the apparel item record match it. Edited March 7, 2016 by Descivii Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 8, 2016 Share Posted March 8, 2016 (edited) Well, I honestly can't figure out what's wrong with that NIF. There's an effect shader property block floating outside the root node, but moving it to the right place didn't fix it. Importing it all into OS to try weight painting it all again and exporting it results in a NIF that Nifskope can't even open :psyduck: What I ended up doing was loading your nif in OS and exporting everything as OBJ. Starting a new project and importing everything again (so, basically I started over). Followed the step-by-step process as I posted it and now it works (though with a step added that I mention below because this has a weird edge case). Looking at yours in OS, I noticed that you missed some places when painting the weights, but that shouldn't have caused it to not show up. The only piece that couldn't receive weights was the muzzle brake as it's too far away from the relevant areas on the Reference to copy them, which means they don't show up in its skin instance block. Even painting them yourself wont work, because they're not getting added to the shape in the first place and OS will just forget you painted them. I honestly can't remember if one shape having no weights messes up the entire NIF or not, so that could have very well been the culprit, and it isn't something I took into consideration when writing the process, so that's entirely my bad. In the future, when you need to copy weights to something that's too far away to receive them, what you can do is translate its position to something much closer and just remember, or write down, the amounts you changed it by, so you can move it back to its exact original position after the weights are copied. For the muzzle brake, Y -25, Z +25, did the trick. Though testing it in game, the thigh skin ends up looking weird for it to be attached to.. but that's just me. See what you think! http://tes.kikaimegami.com/mods/NexusHelp/Descivii/MK14EBR-Apparel.rar EDIT: Oh yeah, copying an effect shader block into the NIF is another step that needs added :wallbash: I'll be rewriting the process later with all this stuff added. Edited March 8, 2016 by Kikaimegami Link to comment Share on other sites More sharing options...
Descivii Posted March 8, 2016 Author Share Posted March 8, 2016 I had noticed that when exporting to .nif, the muzzlebrake "blacks out" which I could tell was off but didn't know why....I should have mentioned that. The reason I used the Thighskin was because that's what the CROSS Heavy Leg piece is weighted to so I assumed that I would want it to have similar motion as the piece it is attached to.One final question: If I wanted to change the position to the back; would I just change it's position in OS then change appropriate settings in .esp? Or would I need to re-weight it? I can't thank you enough. You've been such a tremendous help and I will post a couple shots for you to see what you helped with and eventually recreated yourself. I learned quite a bit from this, thanks again. J. Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 8, 2016 Share Posted March 8, 2016 (edited) Parts of the mesh being masked (blacking out as you said) means those areas have unweighted vertices. OS should have popped up an error message to click through mentioning it. It's pretty handy when you're messing around with outfits or pieces that have a ton of shapes and you forget to put weights on a few. No.. I have absolutely no experience with that at all! :ermm: Oh right, I totally forgot you mentioned it would be attaching to the CROSS gear. It looks weird when you don't have that, then :tongue: You would have to re-weight it. Not too big of a deal, but yeah leaving it as it is now and just changing the position would look weird in game, since it would still animate with the leg. You're welcome :smile: I'd love to see it! And glad to have helped you learn something new :wink: Though now I'm wondering if one of us should ping the original author of the MK14 mod. I mean, this isn't a new release or anything.. you still need the original mod to use it, and you were just wanting it for your own use, right? I have no idea if they'd want the mesh or not, since it's meant to be used in conjunction with two other mods (Visible Weapons and CROSS) as well as the original. Nevermind, I sent them a message :P Edited March 8, 2016 by Kikaimegami Link to comment Share on other sites More sharing options...
dazzerfong Posted March 8, 2016 Share Posted March 8, 2016 Parts of the mesh being masked (blacking out as you said) means those areas have unweighted vertices. OS should have popped up an error message to click through mentioning it. It's pretty handy when you're messing around with outfits or pieces that have a ton of shapes and you forget to put weights on a few. No.. I have absolutely no experience with that at all! :ermm: Oh right, I totally forgot you mentioned it would be attaching to the CROSS gear. It looks weird when you don't have that, then :tongue: You would have to re-weight it. Not too big of a deal, but yeah leaving it as it is now and just changing the position would look weird in game, since it would still animate with the leg. You're welcome :smile: I'd love to see it! And glad to have helped you learn something new :wink: Though now I'm wondering if one of us should ping the original author of the MK14 mod. I mean, this isn't a new release or anything.. you still need the original mod to use it, and you were just wanting it for your own use, right? I have no idea if they'd want the mesh or not, since it's meant to be used in conjunction with two other mods (Visible Weapons and CROSS) as well as the original. Nevermind, I sent them a message :tongue: Just wanted to pitch in a bit: feel free to release the work as your own mod: just include the meshes and plugins, and link the textures back to my mod page. I'll provide a link to your mod so people who want apparel versions (including me) can simply wander over to your mod to grab it. Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 8, 2016 Share Posted March 8, 2016 Just wanted to pitch in a bit: feel free to release the work as your own mod: just include the meshes and plugins, and link the textures back to my mod page. I'll provide a link to your mod so people who want apparel versions (including me) can simply wander over to your mod to grab it. That sounds good then :) I'll credit Descivii for the esp, and myself for the converted nif. Which, by the way Descivii, your esp is perfectly fine :) I may change the ground mesh, just so there aren't any crashes, but other than that, I guess my FO4edit writeup was easier to follow :ermm: I'll be adding a wearable on back variant (unless Descivii wants to give it a shot starting with the nif I made), then upload it to the Nexus. Link to comment Share on other sites More sharing options...
Descivii Posted March 8, 2016 Author Share Posted March 8, 2016 (edited) Kikai, Go ahead and change what you need/want and go ahead with the back as well, I'm sure people will be eager to have this ASAP. I will on the other hand make my own back variant just to learn but no need for others to wait on me. Dazz, Thanks for the beautiful gun as well as permissions Meanwhile, Im working on a holster that attaches to the thigh piece so my gun isn't just floating and you were right Kikai, it is odd looking when I run so I adjusted it a bit so it's not forward pointing during a run nor look like Im bashing my elbow with each step. Edited March 8, 2016 by Descivii Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 8, 2016 Share Posted March 8, 2016 (edited) Okay, will do! I know dazzerfong has been having people asking if there will be a wearable version already. I will wait on including your version until after you've finished adjusting it. If you need my help testing what you come up with, we can keep using this thread :tongue: EDIT: ...About now is when I wish we could mass-import a pile of OBJ files. EDIT2: Searching for the proper way to have a gun like this slung on the back. Find this image: http://7770647a14b0867efc75-b939f832d8cd9c860ce8909163419528.r92.cf2.rackcdn.com/18679.jpg Sudden intense urge to make a mesh like that :ermm: Edited March 8, 2016 by Kikaimegami Link to comment Share on other sites More sharing options...
Descivii Posted March 8, 2016 Author Share Posted March 8, 2016 (edited) Here's my adjusted position, I assume more people are probably interested in the back position but CROSS pieces are pretty popular and if you use the torso pieces putting the gun on the back would look odd or totally clip through the back piece. https://www.dropbox.com/s/d72lxkm7qz8x5pl/MK14EBR-Apparel.7z?dl=0 That is one helluva bundle in that pic. It looks like something we might see in a Hothtrooper hermit/vagabond mod. Edited March 8, 2016 by Descivii Link to comment Share on other sites More sharing options...
Descivii Posted March 8, 2016 Author Share Posted March 8, 2016 Here's some screenshots of my leg attachment, I did a standing and a running.https://www.dropbox.com/s/w6rndlshqb5ww0v/MK14-Apparel-Screenshots.zip?dl=0 It occured to me that the .esp has AWKCR and AE dependency, more just a reminder, I'm not concerned about it since I use both and they are obviously very popular and necessary to some extent at least for those of us that pile mods on. Link to comment Share on other sites More sharing options...
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