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Changing barrel doesn't move scope attachment point (but I'd like it to)


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Hi guys. I'm rebuilding the model of my gun to hopefully head towards animating it, but this has thrown up an issue. It used to be that the entire gun apart from the literal barrels themselves was the 'receiver', but now I've made the highlighted green the 'barrel';

 

86e9b19563768948e8256ba68aa207ad.png

 

This is fine, but the problem happens when I use the light 'barrel' (formerly light receiver)

 

26a018b255b4216469a805fd073ef8b1.png

 

A floating scope! (the attach point hasn't moved because the receiver hasn't changed). It used to be that with the light receiver, the C-Scope attachment point would obviously be in a different place. Is there any way to make the barrel reset/move the C-Scope attach point or maybe even make the attach point rely solely on the barrel rather than the receiver?

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What you could do is use the AP C-Frontsight which is usually used on barrels. You could then have the C-Frontsight node moved about depending on what barrel is being used. That's the only solution I can think of since your barrel is also on-top of the receiver.

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Alright, I'll look into that at some point. Hope it's not a ton of work (I'm assuming I just add the attach point to each barrel in Nifskope and call it C-Frontsight, then in the CK tell each of the sight based object mods to use that attach point rather than the C-Scope attach point?

Edited by TheRizzler1
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The attach point should already be present on the barrel. But yea if it isn't there just add it in and position it wherever. In the CK you can still use ap_gun_scope as it is to my knowledge that the CK doesn't actually use the AP nodes. I have plenty of custom AP keywords and it all seems to work fine without creating any new nodes in nifskope.

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Ehh... The attach point node in the barrel nif should be a parent not a child. Hence name should start with P- not C-. Other than that you should be good. You could even copy the attach points from another barrel nif as a base and then just move it as you need. You would change the parent point on the barrel so that the child on the scope itself never has to be changed. It just attaches to the proper place when the scope is attached. Kinda the whole point of the connection points. No pun intended.

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Ehh... The attach point node in the barrel nif should be a parent not a child. Hence name should start with P- not C-. Other than that you should be good. You could even copy the attach points from another barrel nif as a base and then just move it as you need. You would change the parent point on the barrel so that the child on the scope itself never has to be changed. It just attaches to the proper place when the scope is attached. Kinda the whole point of the connection points. No pun intended.

That^^ lel

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Probably should have also mentioned the node name from child and parent is different. You should compare a vanilla nif with the one you're using to make sure you get them right. Though the fact it even mounts the scope without crashing makes me think it is correctly setup. In which case you just modify the positioning on the barrel nif inside nifskope.

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Bad news, I've rebuilt the barrel using the shotgun long barrel and switched the attach points in nifskope/in the CK object mod entries, and everything appears fine ingame apart from the actual scope meshes (visually)

 

d6ecde69d89b8415f81da17303f7105e.png

 

The double barrelled shotgun seems to work just fine with getting its reflex sight to appear on, and animate with, its barrel. I honestly can't think what to do next, and fear all the animation work I've done up until this point might have been for naught

Edited by TheRizzler1
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Bad news, I've rebuilt the barrel using the shotgun long barrel and switched the attach points in nifskope/in the CK object mod entries, and everything appears fine ingame apart from the actual scope meshes (visually)

 

...

 

The double barrelled shotgun seems to work just fine with getting its reflex sight to appear on, and animate with, its barrel. I honestly can't think what to do next, and fear all the animation work I've done up until this point might have been for naught

Looks like it's still a naming or positioning issue. If you want to post a copy of the mod work in progress, I'd be willing to look at it and detail any issues I see.

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