JackofBlades1313 Posted August 12, 2018 Share Posted August 12, 2018 So I have got my nifs into the game (I used the nuka world ak as a template) and in the weapon category in CK there is a leftover mag and front sight of away from the handmade rifle that i cant seem to find to get rid of in nifskope as they arent visible in nifskope. any idea what to look for in nifskope?also when i attach my custom mag or muzzle in game it has an additional mesh floating near it, not sure why cant find anything in nifskope for that either.My final issue for the moment is that when i reload my custom mag stays in place and i am reloading a handmade rifle mag instead. ow do I set my nif up to work with the animations correctly? (I am using a nuka world right handed animation replacer if that makes a difference for any of these problems.....could be causing all of them I suppose hah) Any help is greatly appreciated! Link to comment Share on other sites More sharing options...
N7R Posted August 13, 2018 Share Posted August 13, 2018 If you are able to post some screenshots of the issues I may be able to diagnose what is going on. From what it sounds like there are some keywords still attached to the weapon from the vanilla nuka world ak that are still referenced on your gun. This definitely sound like the mag issue. For each object mod in the CK make sure it has the custom MA (mod association) that matches the custom weapon you made. This should eliminate any other object mods from other fallout weapons attaching themselves to your gun. I will update my post with some screenshots to make it clearer when I get home later tonight. Updated post with images: Link to comment Share on other sites More sharing options...
JackofBlades1313 Posted August 14, 2018 Author Share Posted August 14, 2018 I posted some pics the other day, I have since fixed those issues tho, I went through and fixed the ma on all the attachments and removed everything from the main dummy nif exept my trishape nodes and that seemed to work and that has fixed the extra pieces. Also somehow got the animations to fit in the process by accident. well mostly (for some reason the sights are jiggling in a slightly up and down pattern when I fire the gun full auto tho and I have no idea how to fix that) Now im having other issues. I cant seem to get a couple of attachments to show up, A red Dot sight and the stock (which Im trying to make an optional attachment). I have copied their co_mod and mod objects from similar working ones and checked the mod associations and that the niffs have the right parent and child nodes attached and still wont show. They seem to be showing up as whatever corresponding part is on the dummy nif. I also cant figure out how to stop it from spawning in with vanilla named attachments (with my nifs tho) that arent in my custom mod association, like it will spawn in with the iron sights I made but will zoom in like a vanilla long scope withe the overlay and be named such in the work bench. So yeah lot of problems i know, but I had way more that ive figured out already these are just the ones ive been stumped on for a few days now, any insight into any of these would be great! I can provide any screen shots from nifskope or CK and in game if need be. Link to comment Share on other sites More sharing options...
JackofBlades1313 Posted August 14, 2018 Author Share Posted August 14, 2018 Thanks for the screen shots, very informative. So I would have to create a new reference in the object template slot to keep any vanilla attachments from spawning on my gun right? Link to comment Share on other sites More sharing options...
N7R Posted August 14, 2018 Share Posted August 14, 2018 Yes if you edit the default object template then when you spawn the gun in via debug it should have all the attachments you defined in that default set. As for the other odd things you are seeing like iron sight having a scope I would check that object mod's Property modifier pane. In there you define everything that object does like scoped, recoil, aim modifiers and much more. Link to comment Share on other sites More sharing options...
JackofBlades1313 Posted August 15, 2018 Author Share Posted August 15, 2018 Ok ill try that and explore the modifiers, thank you for the help! Could A receiver having two 0 Ni Nodes cause some of these problems? not really sure what most of the nodes are or how they work really but I just noticed my receiver has two and I've only seen one in other nifs. Link to comment Share on other sites More sharing options...
N7R Posted August 15, 2018 Share Posted August 15, 2018 There should only be 1 root NiNode that all other nodes and children NiNodes would be under. Pretty sure if there are two root nodes in the same nif that could cause major problems.You can definitely have more than one node though if thy are under the root. For example some objects mods I made like a scope I usually have 3-4 different meshes and each of those are in a node that is a child to the parent NiNode. The best practices to see how the vanilla nif files for weapons are created and replace their meshes with yours. Then replace the material path to your bgsm material file. You can always copy an entire branch and paste in a duplicate by right clicking on a node. This makes it very easy to insert more meshes without having to manually rebuild the entire tree. Link to comment Share on other sites More sharing options...
JackofBlades1313 Posted August 15, 2018 Author Share Posted August 15, 2018 (edited) Ok awesome, I'll try and redo my receiver nif and see if that works. Could you give me some insight on aligning the sights? I have them set up as a scope attachment.I see there seems to be something in nifskope and also a z offset in the CK but which is best? Is there a way to see where your eyes will line up in nifskope instead of just changing values in CK and launching to test over and over? Edited August 15, 2018 by BlbleBasher Link to comment Share on other sites More sharing options...
N7R Posted August 17, 2018 Share Posted August 17, 2018 Unfortunately going in-game and seeing the change is the best way I know of. The trick is to interact with a companion then look away.. When you do you should still have the box reticule outline which you can use as a guide when you aim down sights. Then take a screenshot so when you are back in the CK you can see how off you are. Then rinse and repeat until the sights are perfectly lined up. If you transform an object in nifskope that is simple going to move the object on the gun in relation to whatever it is parented to. Adjusting the sight in relation tot he screen in-game you will adjust the offsets yes in the CK. Best way to think about it is when you adjust one of the offset coordinates the whole weapon will move on the screen while the camera is technically in the same spot the whole time. Link to comment Share on other sites More sharing options...
JackofBlades1313 Posted August 22, 2018 Author Share Posted August 22, 2018 Ok that makes sense, and the companion interaction tip is super useful thank you! Link to comment Share on other sites More sharing options...
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