Ignalis Posted November 3, 2018 Share Posted November 3, 2018 (edited) Update: I fixed it, I remade the shells and it works just fine now. I still have no idea what caused the bug. I'm having some issues with a nifskope armor I've created. I wanted to have shotgun shells in loops take the place of some of the top right pouches on the vest (Joshua Graham's vest). The lower shells work just fine, but the vest shells are clipping into the base shirt under the vest. I spent the day trying to work out why its happening, and I can't figure it out. I have made a handful of similar armors the same way I made this, and never had an issue before. The shells are the battery? mesh from the backside of the belt in the male wastelandclothing01. The shells show up fine in the model viewer in the GECK and in NifSkope. I'm clearly doing something wrong I just don't know what. What I'm pretty the issue isn't:The shells are marked as skinnedI'm 99% certain the shells were imported/exported correctly (the other shells are all copies of the same mesh)I didn't edit the position of the shells in NifSkope (coordinates are 0)The String Index should be fine (CombatShells)Not part of a weird sub scene root So, at least to me this seems like it should be working. Hoping someone knows what the issue is because nothing I do seems to be working. Issue: https://i.imgur.com/4qnvPUQ.png Edited November 3, 2018 by Ignalis Link to comment Share on other sites More sharing options...
M48A5 Posted November 3, 2018 Share Posted November 3, 2018 Did you make the addition and placement using Blender or a similar tool? Link to comment Share on other sites More sharing options...
Ignalis Posted November 3, 2018 Author Share Posted November 3, 2018 Did you make the addition and placement using Blender or a similar tool?Yeah, Blender 2.49b. Link to comment Share on other sites More sharing options...
M48A5 Posted November 3, 2018 Share Posted November 3, 2018 (edited) After moving the parts, did you parent the new parts to the armature? Edited November 3, 2018 by M48A5 Link to comment Share on other sites More sharing options...
Ignalis Posted November 3, 2018 Author Share Posted November 3, 2018 Yeah everything is hooked up to object groups and vertex groups/armature. Still happening. Nothing seems to work, I could try completely remaking the part, but I don't know how much that will help. For whatever reason the part is ignoring its placement, and just defaulting to the skin level. That makes me think its bone or node related, but everything looks ok. I'm gonna see what remaking the part does. Link to comment Share on other sites More sharing options...
M48A5 Posted November 3, 2018 Share Posted November 3, 2018 I'm at a loss at this point. I've done what you have dozens of times and I've never had this problem. Maybe someone that has had a similar issue will see this and be able to offer any insight to the solution. Link to comment Share on other sites More sharing options...
dubiousintent Posted November 3, 2018 Share Posted November 3, 2018 Bone weighting to the skeleton "biped object"? The GECKWiki page [http://geckwiki.com/index.php/GetEquippedObject GetEquippedObject] lists the "Equipment Slot IDs" (which are the equivalent of the "Biped Objects" in '''NifSkope''') that return the "base object" of the item equipped in the specified slot, for the calling reference. (The function returns "0" (nothing) if no object is equipped there.) -Dubious- Link to comment Share on other sites More sharing options...
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