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Visible Weapons - Has anyone found a way of making the Weapon Armor Model change depending on the Weapons modifications?


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Visible Weapons is pretty cool and i can make all my weapons work with it nice and easily... my only problem is the weapon modifications arnt showing up no matter what i do.

Ive tried many different ways of changing and conditioning mods that get auto-applied to the Weapon Model Armor and change its AA Index, all the mods work on their own, but i cant get them to change along with the mods that are applied to the Weapon itself :confused:

Also once the visible weapons .esp is active i cant apply mods to the Weapon Model Armor manually in the workbench anymore, which was my backup plan.

Im wondering if anyone has a means of conditioning their Weapon Mods alongside the Armor Mods? Or could someone of amazing awesomeness send me a screenshot of a workbench compatible moddable Weapon Model Armor in FO4Edit, i might be missing something :tongue:

 

I want to avoid making a whole bunch of copies of the Weapon and linking them to a different Form List with a different Weapon Armor Model for each combination of mods, this would mean having a dozen or so cloned weapons in a workbench for the user to be able to control which mods are appearing on their Weapon Model Armor.

 

My next tests are to try and mess with the .nifs and see if i can get the actual weapon mods to apply onto the Weapon Model Armor instead of changing the AA Index like before... Although even if that works i dont know if that will help if i still cant condition them properly.

 

So yeah the question also still stands... Visible Weapons - Has anyone found a way of making the weapon model change depending on the actual weapons modifications?

 

And i wonder how easy it'll be to get them into Leveled Lists and onto NPCs...

 

Grateful for any replies.

 

Jim

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I had a different approach with skeleton nodes and placeatnode function with the weapon as form to attach, works with any weapon and modification and custom weapon as long as the keywords are set right, but Bethesda f*#@ed up the attach option so the solution will not work correctly. Cool thing would be you don't need to do extra meshes and use an armor slot but meh.
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I had a different approach with skeleton nodes and placeatnode function with the weapon as form to attach, works with any weapon and modification and custom weapon as long as the keywords are set right, but Bethesda f***ed up the attach option so the solution will not work correctly. Cool thing would be you don't need to do extra meshes and use an armor slot but meh.

 

That's sad to hear :(

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I dont know enough about scripts to really delve into the mod, i was trying to apply effects to the player through the weapons mods that the armor would then pick up and conditions would dictate which bits it can have based on keywords, perks or spells, ive got this to work from weapon to weapon but from weapon to armor... nothing will work, have given up on it for now and im going to just cover up most of my weapons with a sheathe/holster and give a couple of craftable options that the player can relink :mellow:

 

Im still playing with the .nifs... about to test some mod meshes, Registrator2000 recommended i tried using outfit switcher as a sort of workaround but i havnt had time to try it yet.

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  • 1 year later...

Sorry to resurrect this topic, but I think I'm fiddling with the same problem. I'm trying to figure out the functionality of the weapon rack and see if that can't be shoehorned to do the visible weapons thing. Is this futile? Curious about others' experiences. I was looking at simply copying the weapon with placeatnode, but it looks as if there's no way to offset and rotate by script? Are these problems other people have already tried to solve?

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