Boaresa Posted May 4, 2013 Share Posted May 4, 2013 Oh come on! Link to comment Share on other sites More sharing options...
Derok Posted May 4, 2013 Share Posted May 4, 2013 (edited) Just click on NiNode. In the block details you will find the string name, click on txt and rename it to match the other file. Edited May 4, 2013 by Derok Link to comment Share on other sites More sharing options...
Deleted15185484User Posted May 10, 2015 Share Posted May 10, 2015 Sorry for resurrecting this thread but I have a problem that my ni nodes are different in the two meshes (for example I have skirtFbone01 ni node in one mesh but not in the other and I it will say after pasting failed to map parent link (name of the ni node) and I am stuck then because if I delete it it messes up Link to comment Share on other sites More sharing options...
yagamijase Posted December 23, 2016 Share Posted December 23, 2016 So I try the rename thing, but it only lets me enter numbers. Link to comment Share on other sites More sharing options...
Guest deleted10460550 Posted February 11, 2018 Share Posted February 11, 2018 same her Sorry for resurrecting this thread but I have a problem that my ni nodes are different in the two meshes (for example I have skirtFbone01 ni node in one mesh but not in the other and I it will say after pasting failed to map parent link (name of the ni node) and I am stuck then because if I delete it it messes upsame here there you cant rename the damn thing.I'm starting to pull my hair out in frustration Link to comment Share on other sites More sharing options...
ruddy88 Posted February 17, 2018 Share Posted February 17, 2018 two problems can be happening. 1: the parent node needs to have the same name.When you click on the 0ninode or 0BSFadeNode, to rename it you need to click on the actual txt ICON in the block details window.If you click the space next to it you can only enter a number (which corresponds to an already existing string).Clicking the txt ICON let's you type in a new string. 2. If you are copying a block that references a specific node, such as a trishape for a glove that references the finger and hand bones in its included sub blocks, then those nodes have to be in the nif you ate copying to. Eg: you are copying a pair of gloves to a torso armor.The torso armor has all the torso bones/nodes but doesn't have the hand and finger bones/nodes.Solution: first make sure the root node (0NiNode or 0BSFadeNode) have the same name by following my instructions above.Then copy branch on EACH NiNode from the gloves nif that isn t already on the torso armor nif.Once all those nodes exist on the torso nif, you are free to now copy the Nitrishape of the gloves over to the torso nif. further notes:In my example, you would ALSO need to make some adjustments to your armor record to include the hands as a biped slot on the armor and armor add-on record of your esp.With armors, Trishapes will have an extra data block with an option for partitions (I think it was called something like NiSkinData, I can't remember the block name in LE but it is called a Bsdismemberskin block in SE).This partition section will have a biped slot allocated to it.IF that slot is not ticked in the armor and armor add-on record then that part of the mesh will be invisible in game.So you need to EITHER add that slot to your armor and armor add-on records, or change the slot in the partitions section of your trishapes in nifskope to reflect the biped slot you were already using. Keep in mind, If you changed the gloves trishape to instead use 32_body in the nif, same as the torso, then only ticked 32 slot on your armor and add-on record, then users will be free to equip your new armor with its gloves as part of it AS WELL as another set of gloves which will just clip through each other.so in the example I have it would be better to add the 33_Hands slot AND the 32_body slot to your armor and add-on records so that it replaces any currently equipped gloves or torso pieces. Link to comment Share on other sites More sharing options...
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