ZoumeyZ Posted August 22, 2016 Share Posted August 22, 2016 Hello everyone ! i usually makes custom guns, and i tried to make a fist weapon which is a first for me.I made a very simple custom mesh yet i can't seem to convert it. Using the dogtag fists as a base model, i attached my custom mesh to it then removed the dogtags so i ended up with just the fist and my mesh. (see below) http://puu.sh/qKwKv/5130da8bfb.jpg now, all i'm trying to do is to convert it to fnv, so i grab two nifscope windows, put the dogtag fist in one and my custom mesh in the other, and i try to paste over my custom mesh into the vanilla dogtag. yet , as soon as i try to copy and paste over , i don't have that choice. http://puu.sh/qKwCO/dddc31dcc6.jpg no idea what i did wrong, it's been a while since i modded. care to explain what i did wrong ? :smile: Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 23, 2016 Share Posted August 23, 2016 Did you try just copy instead of copy branch? Link to comment Share on other sites More sharing options...
ZoumeyZ Posted August 23, 2016 Author Share Posted August 23, 2016 I'm using copy , the screen is to show that i can't paste over, only paste :p Link to comment Share on other sites More sharing options...
uhmattbravo Posted August 23, 2016 Share Posted August 23, 2016 I don't ever recall being able to paste over another branch. If you can paste the part you made in, just paste it into the same branch the tags are in, then click the tags and use remove branch. Or am I misunderstanding what you're trying to say? Link to comment Share on other sites More sharing options...
ZoumeyZ Posted August 23, 2016 Author Share Posted August 23, 2016 I'm following Millennia's tutorial ( ) as for why i can't pasteover , i found out : the vanilla mesh is a nitrishape, and i have a nitristrip, so i stripify the vanilla model. but now i have another problem , so i'll go through everything i did : first of all , i made a custom mesh in 3DS max : two flat meshes with opposite-faced normales and moved slightly appart, both use the same texture (both side of the NCR 100$ bill) then , i export the mesh with theses settings http://puu.sh/qLVPV/85527e963a.png After that, i open two nifskope windows, put the vanilla dogtag fist in one and my custom mesh in the other, i stripify the NiTriShape of the vanilla model and paste my mesh over. now, i get this http://puu.sh/qLW89/1bfde99d53.jpg you can see the texture is more or less correct, so the UV weren't touched that much. yet, most parts of the mesh are invisible and worst of all, the mesh is cut appart and the second set of meshes (the one for the other hand) are just a tiny ball of randomly placed vertices. no idea what i did wrong, but i'm pretty sure it's because i stripified the vanilla model. but, since i never touched NiTriShapes, i have no idea how to deal with this problem. thanks for your help :) Link to comment Share on other sites More sharing options...
senterpat Posted August 31, 2016 Share Posted August 31, 2016 Looks like the mesh your pasting it into has dismemberment data, have you painted your new weapon meshes to use the hand bones? Link to comment Share on other sites More sharing options...
ZoumeyZ Posted September 3, 2016 Author Share Posted September 3, 2016 Sorry, i've been really busy theses last few days. Honestly , i have no idea, i exported the vanilla models and saw they didn't have any bones, so i deduced that i didn't need any. i have no idea on how to deal with it, but i thought that the weapons models where static, so why the need of bones on the weapons ? (i can understand it on the hand, but i'm not touching the hand mesh at all) Link to comment Share on other sites More sharing options...
senterpat Posted September 3, 2016 Share Posted September 3, 2016 You do not need the bones for (most) unarmed weapons, but in the pic w/ the dog tags i definitely see bone data. Maybe just use a different unarmed weapon as the base. Painting an unarmed weapons bone data is very easy tho, since most just use the one bone you dont have to worry about stretching and such Link to comment Share on other sites More sharing options...
ZoumeyZ Posted September 3, 2016 Author Share Posted September 3, 2016 do you happen to have a tutorial that might explain what i need to do ? i'm very new to exporting stuff to gamebryo. Link to comment Share on other sites More sharing options...
senterpat Posted September 4, 2016 Share Posted September 4, 2016 Sorry but I do not, I learned mostly through trial and error :/ How I would recommend it (I use blender, 3ds may be different) Import an unarmed weapon into your editor, then import the mesh you want to add to it, then just select the hand bone and paint all of your mesh to the hand bone. Link to comment Share on other sites More sharing options...
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