NitroReaper Posted September 16, 2017 Share Posted September 16, 2017 I've been trying to attach a weapon mesh to the right thigh to use as an armour piece. After some unsuccessful attempts in Blender, I decided to try attaching it with a NiStringExtraData block (Name = "Prn", String Data = "Bip01 R Thigh"). While this seems to work in other cases (I can attach it to the left arm by pasting it into the Pipboy mesh, and to the back by pasting into one of HERK's (https://www.nexusmods.com/fallout3/mods/7531/?) meshes, I can't get the weapon mesh to attach to any other bones, no matter what I change the String Data to. How can I attach the mesh to other bones using the same method? Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 18, 2017 Share Posted September 18, 2017 In Blender, import the skeleton you want and then import the mesh you want attached to it, select the mesh (all of them if it's multiple pieces), then shift+select the skeleton. Press Ctrl+P, click name groups (once for each piece). Select the skeleton and switch to pose mode. Select the bone then select the mesh (or a piece of it if it has multiple) then switch to weight painting. If it's rigid and only needs to move with one bone, paint a little bit of it then press N and click 'clear', then go to the drop down that says paint and select invert selection it should all be red. Go back to object mode. Repeat for all parts. Select the skeleton and make sure it's in object mode. Press A twice so everything is pink. Export. I can never remember the correct export settings for armor, but a Google image search for them usually steers me in the right direction. Link to comment Share on other sites More sharing options...
NitroReaper Posted September 18, 2017 Author Share Posted September 18, 2017 (edited) In Blender, import the skeleton you want and then import the mesh you want attached to it, select the mesh (all of them if it's multiple pieces), then shift+select the skeleton. Press Ctrl+P, click name groups (once for each piece). Select the skeleton and switch to pose mode. Select the bone then select the mesh (or a piece of it if it has multiple) then switch to weight painting. If it's rigid and only needs to move with one bone, paint a little bit of it then press N and click 'clear', then go to the drop down that says paint and select invert selection it should all be red. Go back to object mode. Repeat for all parts. Select the skeleton and make sure it's in object mode. Press A twice so everything is pink. Export. I can never remember the correct export settings for armor, but a Google image search for them usually steers me in the right direction. Thanks for the reply. As far as I know that will manually attach the mesh to the bone and export both into the .nif. Is it possible to use NiStringExtraData to parent a bone, as seen in the Pip-Boy and HERK meshes? Examples: https://imgur.com/a/BbdUL, the nif doesn't contain the skeleton but the meshes are attached to Bip01 Neck and Bip01 L ForeTwist. I'm trying to do the same but for Bip01 R Thigh. Edited September 18, 2017 by NitroReaper Link to comment Share on other sites More sharing options...
Deleted1205226User Posted September 18, 2017 Share Posted September 18, 2017 I remember Weijeisen having made a quick pictures tutorial about the thing you're trying to do, but I can't put my hands on it. Here's a few info about the NiStringExtraData (by the same WJS)http://wiki.nexusmods.com/index.php/Nifskope:_NiStringExtraData_guide Link to comment Share on other sites More sharing options...
NitroReaper Posted September 18, 2017 Author Share Posted September 18, 2017 That's the info I've been using, but the second image (which presumably contains the actual instructions) will not load for me: http://imgbox.com/10HZKifk Link to comment Share on other sites More sharing options...
Deleted1205226User Posted September 20, 2017 Share Posted September 20, 2017 I had these images saved somewhere.http://www.mediafire.com/file/49sb1qcepdo03rq/_WjS.7z Hope this helps! Link to comment Share on other sites More sharing options...
NitroReaper Posted November 18, 2017 Author Share Posted November 18, 2017 (edited) I had these images saved somewhere.http://www.mediafire.com/file/49sb1qcepdo03rq/_WjS.7z Hope this helps!Thank you! The problem seems to be with the second step: "Rename Extra Data to the bone you want." This seems to do nothing at all - I can attach and remove parts from the Pip-Boy and HERK meshes (https://imgur.com/a/BbdUL), but changing the value of NiStringExtraData leaves exactly it where it was originally e.g. changing it to Bip01 R Thigh on the Pip-Boy leaves it attached to the arm. 1. Is there a certain method or way to have the changes take effect ingame? 2. If not, is there a pre-existing mesh (in game or on Nexus - I have done some searching through both) which already has the right thigh parented in this method? Edit: Here is the mesh in question: https://www.mediafire.com/file/1rtqu2ktzs4hyr2/holster.nif. Once I have it attached I can add/tweak parts as necessary. Edited November 18, 2017 by NitroReaper Link to comment Share on other sites More sharing options...
NitroReaper Posted March 21, 2018 Author Share Posted March 21, 2018 For anyone with the same problem, it seems that you can only use nodes that correspond to biped slots in this way. Pipboy, Back, and Weapon are fine, but because nodes like Bip01 R Thigh don't have a slot in the GECK, they can't be used as parent nodes in NiStringExtraData. In the end, using Blender as uhmattbravo explained was the solution. Link to comment Share on other sites More sharing options...
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