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Animating Weapons


Gamerbird

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A tutorial on making animated weapons is here: http://thenexusforums.com/index.php?showtopic=39414

 

But if you need just fire around your blade here is a post by JDFan on the official forums:

 

Adding a Flame Node to a Weapon Using Nifskope

 

1. open Nifskope - select File Load - Find the weapon that you want to add the Flame to. (for example the meshes\weapons\elven\longsword.nif)

 

2. Open a second instance of Nifskope - go to File - New window

 

3. in the second window load the object with the flame you want to use (for example meshes\fires\firetorchlarge)

 

4. Right Click on the NiBillBoardNode labeled FireTorchLarge (this is the entire flame node with all of the data attached)

and select Block - Copy Branch ( Screenie )

 

5. Switch back to the elven Longsword window - Right click on the 0 NinNode and select BLock-paste branch (you will see the fire node appear in the render window !! ( Screenie )

 

6. you can now close the second window !!

 

7. Now to adjust the flame to the proper place on the sword - with the NibillboardNode highlighted ( 20 NiBillBoard FireTorchLarge in our example) - go down into the Block Details Portion of the screen and find Translation (translation Vector3 in our example) Double click on it and you will see the X y Z values open for adjustment - adjust them to get the flame placed where you want on the sword (remember that the flame node is a billboard node meaning that it will always be facing the camera so when adjusting the best way is to place the sword so that it is standing straight up in the render window and use that as a reference for adjusting the position ( I used values of X 0.00 Y 20.00 Z 0.00 ) So that the flame started a little bit up from the handle on the sword. Once you have the Flame placed where you want - Go to the NiBillBoardNode in the Block list and select Transform - Apply (this will update the changes made)( Screenie )

 

8. Now Back in the Block List Click on the + sign next to 20 NiBillboardNode to expand the list - then click on the + sign next to the 28 NiNode to expand that list - Click on 30 Nitrishape - look under the Block Details and find scale - double click to open it for adjustment and change the 1.0 to 0.05 (I found if you do not do this the editor marker - triangle shape will show in the first person view when the weapon is equipped) After making the change right click on the 30 NiTriShape and select transform - Apply ( again to make the change to the Nif.) ( Screenie )

 

9. Save the changed nif to the Name you want ( I used FlameLongSword.Nif in the same meshes\weapons\elven folder

 

10. Close Nifscope

 

11. Now to place the new Weapon in game - Open the CS - either with the Mod you are adding it to or with just the oblivion.esm if you are making a new mod !!

 

12. Go to the object window - find weapons - Elven - WeapElvenLongSword - Right click and select Edit

 

13. Change the ID and name (I used WeapFlameElvenLongSword and Flaming Elven LongSword) and also change the top Nif used to your new Nif ( weapons\elven\FlameLongSword.nif in our example) you can leave the Icon ( the bottom Nif the same or create a new icon - I used the current one for our example)

 

14. Click OK and Yes to the create new item box - We have just created the sword !!

 

15. Find the new sword on the object list ( for our example it is WeapFlameElvenLongSword and appears at the very bottom of the weapons - elven window !!

 

16. Go to where you want to place the weapon in game ( I used interiors AlesWellInn - since I have a save in the Inn I use for testing - and you can get to it by entering COC AlesWellInn in the console) - bring it up in the render window by double clicking on it in the cell view window

 

17. once the render window has the Inn interior in it click on the WeapFlameElvenLongSword in the object window and drag it into the render window - then using the mouse move it to where you want to place it ( I placed it on the Floor in the first upstairs room.) - If you did the steps above properly you should see the Elven Longsword with a flame attached appear in the render window !! ( See CS Screenie )

 

18. Once you have placed the Item where you want - double click on it to bring up the reference window - Go to the ownership tab and set the ownership to player and press OK (this is so you can pick it up and it will not show as stolen !!) - then Save the Mod - if you used an existing Mod it will save or if you just used the oblivion.esm it will ask for a name to save as (i used FlameSword.esp) and then you can exit the CS.

 

19. Open the Oblivion launcher and check the FlameSword.esp in the data files options then start the game - go to where you placed the object and pick it up.

 

20. That is all !! ( In Game Screenie ) Now practice using some other weapons and other flames if you like !!

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I know this isn't what this topic is about, but I am also having trouble trturying to get a script effect to make one of my characters or creatures being able to be summoned. Does anyone know how to do this?
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