SandMouseAnarchy Posted July 17, 2018 Share Posted July 17, 2018 I have a custom Power Armor chest piece with an Omod with a custom visible model. The mod can be added via the power Armor workbench and the model is visible (on the furniture power Armor) in the crafting menu, but when the player is wearing the power Armor the mod is invisible. I think I've set up all the attach points, COBJ and keywords correctly, I even manually added the same attach points in the armor nif that's in the power armor furniture nif, but still no visible Omod on the armor when wearing it. I'm not really sure why this is?Can anyone explain or offer any suggestions? (I've heard that Omods don't work the same for armor as they do for weapons - I'm assuming that the Omod isn't designed to add meshes to armor, in the case of the tesla power armor Omods for example they change the armor model/piece instead of adding additional mesh parts. (atleast I think that's what happens, I can't find a script in the tesla Omod/miscMod/armor and the Omod itself doesn't contain a model(mesh)) I may need to work around the issue by having a script detect which Omod is equipped on the armor and then manually place the object model with "Player.PlaceAtMe()" or "PlaceAt/AttachTo Node()" (whichever phrase it is). Does anyone know how to get/call an Omod that is attached to the armor? Something like - "if ARMORPIECE HasKeyword(OMODKEYWORD)""OMOD.AttachToNode(chest)" Any help or suggestions would be great ^.^ Link to comment Share on other sites More sharing options...
Thirdstorm Posted July 17, 2018 Share Posted July 17, 2018 I assume you mean in 3rd person? You don't need to use a script, (and god(s) people need to stop defaulting to Scripts to fix everything) IMHO adds unneeded overhead. Usually it's related to SubIndexing. The PowerArmor Frame itself is more forgiving regarding subindexing than when worn, and in 1st and 3rd person different Subindexing is required. As for bringing models in game via OMOD. Totally possible, I've got close to ?5,000? set up in an upcoming mod, but the configuration and requirements are very very different than with weapons Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted July 17, 2018 Author Share Posted July 17, 2018 Thanks for the reply ThirdStorm.Yes I do mean that in 3rd person, whilst wearing the armor - the Omod isn't visible. Excellent, that's great to hear that it's possible and without using a script!Ah, Subindexing - I bet that's where the issue is.I've skinned the meshes in 3ds max, but I didn't add the bsdismember modifier, I just converted the bssubindextrishape to bstrishape to avoid extra work - I'm guessing that I'm now paying the price for the shortcut. So ThirdStorm - would you mind giving me a little more context on Subindexing, and maybe giving me a hint at what usually causes issues and how to get around it? I don't know how Subindexing changes things? Maybe the Omods are attached to the subindex group, not the mesh as a whole? (atleast not while worn) Link to comment Share on other sites More sharing options...
Thirdstorm Posted July 17, 2018 Share Posted July 17, 2018 BSTriShape is usually used for the 1st person view (take a look at the Vanilla PA Bracers) and BSSubIndexed for the 3rd Person. SubIndexing not only covers Dismemberment, but also has an impact on what renders in game. SubIndex for the wrong bodypart and everything else can be correct and it won't show up. You'd need to SubIndex it for the bodypart(s) it covers or would be linked to for Dismemberment.The Torso is the "generic" and will work, those details are in the Nexusmods "creating new armor" guide for FO4I've got this info because My team actually provided Ousnius (kkthebeast) the new data for OutfitStudio, including almost all the FO4 SubIndexing decoded, so you should be able to quickly SubIndex it there if you load the PowerArmor Skeleton in first.Then select the Mesh, Right click and go to properties, put a check in "SubIndexed" and then add the SubIndexing via the "Segments" tab on the box in the top right hand corner.then Add SubSegements until you have a total of 4 (0, 1, 2, 3) and click apply and Export it. If it still does not Render, and it is properly weighted (You can check in OS as well) it is time to look at the Connect Points (In the Nif) and Attach Points (In the ESP) Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted July 17, 2018 Author Share Posted July 17, 2018 Thirdstorm.. You are a God amongst men mate, thankyou! That really does sound like what's gone wrong here. I'll go change that tonight and see what happens :) thanks alot mate! Link to comment Share on other sites More sharing options...
Thirdstorm Posted July 17, 2018 Share Posted July 17, 2018 Happy to help, but let me (and anyone else lurking on this) if it works and which it was, every instance is different! Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted July 19, 2018 Author Share Posted July 19, 2018 Thankyou Thirdstorm for the help, but unfortunately it doesn't seem to be making a difference. First i tried adding subindexing to the Omod nif in 3ds max - nothing happened.Then i tried adding subindexing through outfit studio like suggested - but again that doesn't seem to make a difference. - so i added subindexing to the Chest armor piece too aswell as the frame, and nothing happened.I then added the same connection points that are in the frame nif to the Omod nif - still nothing.I've tried telling the Omod to collect connection point data from the 3d model - but again, nothing :(I've added "ap_" and "ma_PA" keywords everywhere where they'll fit and still nothing. I hate to say it - but i think after another day of failing to tackling this and ill be ready to give up and do it by script. Any ideas? Link to comment Share on other sites More sharing options...
Thirdstorm Posted July 21, 2018 Share Posted July 21, 2018 Sorry for the delays, adulting and getting Armorkeywords updated ate my week. Do you use discord at all?I love the nexus forums, but the instant back and forth of files and communications can get things done allot faster. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted July 21, 2018 Author Share Posted July 21, 2018 Haha, no worries mate, Ive also had to adult way more than I wanted to this week haha. I have discord ^.^ #7769 but I've never used it before in all honesty. Mate, if you find the time, then please feel free to contact me there anytime :) I really would appreciate any help you can offer :) like you say, nexus is great but it's harder to communicate effectively, swap files etc ^.^ Link to comment Share on other sites More sharing options...
TacoBurritoChimichanga Posted Sunday at 07:47 PM Share Posted Sunday at 07:47 PM On 7/17/2018 at 1:34 PM, Thirdstorm said: Happy to help, but let me (and anyone else lurking on this) if it works and which it was, every instance is different! hellio im currently lurking on this, did you guys found any fix? Link to comment Share on other sites More sharing options...
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