Jump to content

Problems making custom bolts compatible with BFQ


sipahi

Recommended Posts

EDIT: Nevermind! I tinkered around a bit and used the meshes as loose files instead of packing them into a .bsa, works like a charm now!

Hi all - I've just gotten into editing files myself rather than just relying on the work of others, and I'm a bit stumped here.

I'm trying to make the new bolts added by CC's "Rare Curios" work nicely with Chesko's "Belt Fastened Quivers". So here's what I do, in order:
-Unpack the Rare Curios .bsa with BAE
-Edit the bolt mesh files as per instructions provided by Chesko in the Readme file of the oldrim version (no such instructions in the SSE version's readme):

1. Open the quiver model in NifSkope (http://niftools.sourceforge.net/wiki/NifSkope)
2. Expand the 0 BSFadeNode.
3. Locate the first NiNode, which should appear as: "4 NiNode" with the value "Arrow [5]"
4. Right click, and go to Transform, Edit.
5. Enter the following values:
Translation
X: -6.0000
Y: -30.0000
Z: 1.0000
Rotation
Y: 0.00
P: 0.00
R: 147.00
Scale
1.0000
6. Save the mesh.
7. Test in game. It should now display properly.
8. Repeat for any other meshes as needed.

-Repack the edited mesh files, file structure intact, using Archive.exe

No problem so far. Everything starts up nice and I get into the starting cell of Alternate Start, adding a crossbow and several types of bolts into my inventory.
The ones handled by BFQ work exactly as they should, but mine.. Well, somewhat less so. The quivers are in the right position and BFQ-provided loading animation works as it should, but!
*ALL* of the bolt types edited by me load into the crossbow SIDEWAYS. Whuh?

I've tried searching a bit but found no answer to this, does anyone have any idea how I could make this work properly?

Edited by sipahi
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...