Jump to content

Replacing Vanilla Weapons


Deleted4363562User

Recommended Posts

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.

Screen_Shot20.jpg

Looks cool huh? The scythe could be a bit bigger, grim reaper style. Would need some new 2-handed animations maybe.

 

Tutorial:

Edited by RangerDulann
Link to comment
Share on other sites

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...