Jump to content

Weapon only using first person .nif ingame


TheRizzler1

Recommended Posts

Nice revolver! I think the _1 files are the first person ones, they all have a slightly larger filesize (and greater polycount once you look inside). Yeah, I removed my ClaymoreSword.nif and the game still had a mesh for third and first person. When I did the opposite and removed my _1 .nif but left the normal .nif, my Claymore didn't render in game. The _1 nif is definitely being used for both first and third person models. I think I'll post on the Falloutmods reddit for help

 

edit: Some other issues have come up. If I drop the weapon, it hangs in mid air with no physics/collision and I can't pick it back up again! Also, the blood displays on the weapon incorrectly (it's using a Trishape of the Grognak Axe, but I can't visually see the mesh of it in nifskope). Is there any documentation I can read on this stuff at all or are we sort of figuring it out together?

 

edit2: I've remade the mod in Creation Kit, and I'm getting closer to having the physics and blood working by tinkering with the .nif. I've rotated the BloodEdge01_d.dds and _n textures to be horizontally long like the UV for my mesh (I think I'm supposed to do this?) but the physics of the weapon and the blood seem to still conform to the Grognak Axe (in third person, the invisible outline of the Axe is covered in blood rather than the geometry of the Claymore)

Edited by TheRizzler1
Link to comment
Share on other sites

Alright, blood is now working thanks to this tutorial.

 

JXcWPYd.png

 

One thing though, he used SubIndexTriShapes for his mesh/blood mesh, while I had to use TriShapes or my sword wouldn't render ingame. There's a little too much blood on the grip for my liking so I've tried to edit the blood materials but I'm not sure it's worked. Maybe something to figure out for later.

Now trying to crack the physics, since i'm pretty sure it's still using the Grognak collision

 

edit: So now I've learned I have to import the physics from an existing .nif. Can I really not just make a collision mesh myself? Pretty sure there's not going to be a weapon with a size as GARGANTUAN as this blade

Edited by TheRizzler1
Link to comment
Share on other sites

Alright, almost finished this mod. Just need to know 2 more things before I can publish it! Should be able to get it on consoles too without much trouble.

I understand now that the 'default' .nif is used for when the weapon is dropped or in an enemy's hands, while the 1st person mesh is used for both the third and first person player view. I'm assuming that can't be changed, so I'm dropping it for now, unless there's another way to have two separate meshes for first and third person.

I've managed to add an opportunistic fellow called Chops the Berserker, east of the Museum of Freedom, who stole the Claymore from the aforementioned museum and whom you must kill/steal from to get it.

 

36979fdda2d05ef85cd44430935a5d80.png

 

My problem is that he's too squishy - I've got him to scale with the player level - while I'm at level 39, he's level 42, so he certainly hits hard enough. The issue is the armour - as a berserker, he can't wear heavy armour because of muh lore. So my first question is;

 

Is there a way to increase the armour/health/damage resistance of an NPC so that it scales with the player?

 

If I just give him hundreds of flat health, it'll be a chore for lower level players to take him out, but as it is he only has 1 DR. Here's his Stats page. Not sure the HeavyArmour value actually did anything.

 

4ffb081113708b46dfad71bab00ed908.png

 

As for the other question;

 

Is there a way to use a custom CollisionObject on a .nif?

 

I'm trying to make my ridiculously long sword not clip half its blade through things when dropped. Do I really have to copy the collision from some other, as of right now, mystery lengthy object? If so does anyone have any ideas for a good object to use? Also, is there any way to preview the collision in nifskope? Thanks for the help so far.

Edited by TheRizzler1
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...