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Weapon Connect Point Issue


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Was wondering if anyone has run into alignment isues lately with the CP with weapons. I align everything and looks fine in CK and the players inventory but once look at in game (holding the weapon) a part is always off in terms of connecting.

 

Twice now I have had weird results with a CP on weapons. It is not all CPs just 1 in a given model. In our CM mod the ammo cart for the widowmaker shotgun will not align. Working a 40K laser (ones did in FNV) to add and everything works fine but the barrel which won't match to the CP at the front ... act like off to the side and back towards rear of the weapon. As indicated it looks fine in inventory and at the bench just when hold in 1st 3rd person the part is somewhere else.

 

Never had these problems until just recently and only with rifle type weapons so far .... just wondering if others have run into or am i missing something simple.

 

NOTE: the widowmaker is up in the Colonial marines Mod so if have can look at in the inventory and see the base ammo is below the weapon but if halding the weapon it is fine ..

 

Just looking for info and feed bck at this point ...

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@JSniderOneNinetyThree-er

 

you're not alone, hehe

and it's a real thing you're observing.

this has been an issue for a few weapon combo configurations for a while.

 

there was an image specifying the weapons-overlays for zeroing points in

the wiki and at bethnet, as well as some informal how-tos here at NMM.

they provide the scaling from different frameworks, the orientation and coordinates for the different parts sets, so as it works.

if modders keep that in mind when making their parts in nif etc, and 'splitting the model',

and keep each part manifold as well as the overall, then, it should work smoothly in-game.

 

some parts act weird if they're not manifold to Creations 'manifold specs'

or if they're not spliced and zeroed according to that baseline template.

 

 

  Reveal hidden contents

 

 

to resolve it the other way,

stuff like FO4MCM will allow appendable note-fields,

so as mod-authors can specify that way, what parts set the weapons part pack is envisaged to zero to.

this allows the keyword-based menu sorters,

to then only show parts with that appended note-field,

so as, you can be reasonably safe in using those parts, and knowing they'll look nice together in a configuration.

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interesting and thanx for feedback .. what got me is it is always somethiing different .. part that is .. not the same one. mags was alright but the barrel that was a real bummer has had 6 or more unique ones to replace std with. even redid the model twice with same results .. looks perfect in inv and mod stn, but in game it is off in never never land.

 

I'll look for the zeroing ref if can find and read more on the now set it up .. again thanx for the input.

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