Deleted4363562User Posted August 15, 2017 Share Posted August 15, 2017 I'm to replace the Vanilla Assault Rifle with the R91 by Cloudstrife. Any advice or pointers....tutorials? I see that the CK needs to point to new models for the base weapon and mods. I'm just wondering if replacing the assets is all it would take? Link to comment Share on other sites More sharing options...
RangerDulann Posted August 16, 2017 Share Posted August 16, 2017 (edited) Nah there's more to it. The model has to line up properly, or it won't fit in your hands etc.Also stuff will shoot out of the wrong holes maybe. In a nutshell:1) Convert .3ds or .obj model to a nif. Use Outfit Studio for this.2) Open Nifskope 2x. Copy branch from new model to old model. Edit placement, bounding sphere, texture bgsm, child of NiNodes. Delete old model, save.3) Import model into CK. I just did this with a scythe, used the chinese officer sword as a base.Looks cool huh? The scythe could be a bit bigger, grim reaper style. Would need some new 2-handed animations maybe. Tutorial: Edited August 16, 2017 by RangerDulann Link to comment Share on other sites More sharing options...
Deleted4363562User Posted August 17, 2017 Author Share Posted August 17, 2017 Thank you sir. I was looking to use a weapon mod here on the nexus with meshes already set up to work properly in the CK. I was mostly concerned about CK entries for the Assault Rifle in general. For instance, if I use the R91, then I don't think that all the weapon mods correlate exactly to the vanilla Assault Rifle. I'd have to edit the Assault Rifle's mod entries, which means I'd have to edit the leveled lists. I don't really want to, but I suppose I'd have to. Unless that weapon distribution script here on the Nexus can take care of that too. EDIT: Oh and that is cool. The scythe, I mean. :thumbsup: Link to comment Share on other sites More sharing options...
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