fsdfsr Posted February 14, 2012 Share Posted February 14, 2012 Hi there, I've made a personal version of a mod which has been ported trom oblivion (with the owners approval for the original porter as well as for my version). The mod consists basically of a complete armor but it is in one piece (I mean all the parts of the armor are together as one item) and i want to separate it in different parts (hood chest boots and gloves). Does someone know how to do it please? Link to comment Share on other sites More sharing options...
fsdfsr Posted February 15, 2012 Author Share Posted February 15, 2012 no one knows how to do it? :/ Link to comment Share on other sites More sharing options...
NoAardvarksAllowed Posted February 15, 2012 Share Posted February 15, 2012 (edited) Do you have it as a working .nif model? If so, you just load it up in Nifskope and right-click the parts you want to delete in the render window and go block>remove. When you only have the parts left that you want, save it as a new model. Do this for all the pieces you want as separate armors. Edited February 15, 2012 by No_Aardvarks_Allowed Link to comment Share on other sites More sharing options...
fsdfsr Posted February 15, 2012 Author Share Posted February 15, 2012 (edited) okay thanks, actually that's what i've tried but i think that i'll have to make changes with CK too, because at the moment the amor is one piece that covers all the body parts so i'll have to change this. As i said that's what i tried but the armor wasn't showing up ingame anymore so i thought it wasn't the good way to do so. anyway thanks i'll try it! edit: wow i'm shure my english is terrible i'm sorry Edited February 15, 2012 by fsdfsr Link to comment Share on other sites More sharing options...
fsdfsr Posted February 16, 2012 Author Share Posted February 16, 2012 do i have to keep the "NiNode" which value are other body parts. I mean if i try to make boots, do i have to keep "XXX NiNode - NPC Pelvis" for example? Link to comment Share on other sites More sharing options...
NoAardvarksAllowed Posted February 16, 2012 Share Posted February 16, 2012 Yeah, I see that I didn't help you at all... If the model armor is all in one piece, i.e. a single NiTriShape block in Nifskope, you have to export it to a 3D modelling program and delete the unwanted parts there, and then import it back. Link to comment Share on other sites More sharing options...
fsdfsr Posted February 16, 2012 Author Share Posted February 16, 2012 well when i open it in nifscope there are lots of "NiTriShape" but if i delete the parts, the informations contained under "NiTriShape" remain, so there is still a "BSLightingShaderProperty" telling where to find the arm texture in the boots.nif. But actually that doesn't seem to be a big issue because with your method i've managed to make boots only. It's not perfect because the boots don't cover the calves even if they're set as "feet + calves" part in the CK see for yourself: before (1 part armor): http://img560.imageshack.us/img560/7256/tesv2012021617035407.jpgafter (boots only): http://img543.imageshack.us/img543/1336/tesv2012021617043908.jpg i thought it would be an issue with the nif, like if the calves were linked to a part that i had deleted but if i look in nifscope they appear as linked with the boots: http://img849.imageshack.us/img849/8607/calves.jpg any ideas? Link to comment Share on other sites More sharing options...
fsdfsr Posted February 16, 2012 Author Share Posted February 16, 2012 ok i think i understood, it actually depends on what you're wearing with. If you wear the armor part and the boots part, then the "hole" is filled. Even if the armor part isn't related to calves. I think i won't be able to change something about that Link to comment Share on other sites More sharing options...
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