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Help with custom armor� attach points�


blackninja50

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Okay so i'm trying to add the fridge magnets from Nuka world as attachable items for the ushanka hat.

I edited the the armor to have a new attach point & mod association.

 

 

 

I made an object modification with the new attach point & mod association etc.

 

 

 

I edited the winter hats mesh to give it the new attach point parent.

 

 

 

And I made a new mesh with the magnet and child attach point.

 

 

 

Now i can attach the item mod in game and I even see the magnet attached in the workshop menu. However when I equip the hat it dose not display and my character is bald. What am I doing wrong?

Edit:shortened post with spoilers.

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From my experience, Attach Points on armor do not work like they do on weapons. I tried this with a blank vault suit and applying the number on the back as an OMOD, but all it did was make any of the slots the armor used completely invisible, so I was just a floating head and hands.

 

As far as I know, one way to get around it is to have the meshes as part of the base item's .nif, but use a material swap in the OMOD to switch between a material with the texture (to appear "attached") and a material that just consists of full transparency (to appear "unattached").

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I'm currently trying to use multiple Armor Addons and switch between them using armor index but attaching a junk item to a armor mesh is beyond me. I can't find any tutorials online for doing it and combining them like you would static items dose NOT work.

 

At this point i fell like giving up and accepting that I'm never getting this to work.

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Your character turning bald means that the headgear technically works, only that the mesh is either not showing at all or is displaced. I'd check the latter first, because it's the most common issue everyone has with headwear. Just tcl up un the air and look for the hat beneath the character. If you see it, then it's a skinning issue at least.


Edit: While maybe not directly related to the missing mesh issue - looking at your screenshots, you have some discrepancies regarding the ap keywords. I don't know how armor aps differ from weapons, but besides the ap_ prefix they need to match in name. Your mesh ap is HatPin, while the logical ap in ck is PinHat. They need to be the same afaik.

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I looked for the hat mesh to see if it was just displaced but did not find it. As for the miss named miss named ap_prefix, I guess I missed that I don't think it has anything to do with my problem tho....

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  • 3 months later...

Yes, I did get it working not in the way I wanted too but working all the same. I was able to use the armor index function to swap custom armor meshes to get the same effect mostly. You can find the topic where I got help (Help with armor connection points) on a not safe for work modding forum that's name I'm not allowed to say here but ends with lab.

In the end I loaded the hat in outfit studio moved the pin I wanted to attach into place set the hat as the reference. Right click the pin mesh and selected "copy bones weights" hit OK. Double clicked the pin selected "geometry" ticked skinned and hit OK. after this i went to File/export/to niff with reference and renamed the new niff. So I made a new mesh with the pin attached to it.

 

Now In order to get it in game I went into the CK, made a new AA (Armor Addon) using the new mesh then edited the helmet to have it's vanilla AA as armor index 1 and the new one as index 2 then set up a Object mod that just set index to 2 then set up crafting recipes and so on.

 

Note: If you don't tick skinned in the geometry tab it dose not work. The mod I used this in is rather large and extensive but here is the pin part cut out (needs DLC to work) maybe it will help.

 

Edit: can't attach the file (to big) had to upload it elsewhere https://uploadfiles.io/96pcy will only be available tell 9/26/18

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