JackSK19 Posted January 18, 2019 Share Posted January 18, 2019 Hello dear Fallouteers. I am working on a very interesting mod which will include classic Enclave Advanced Power Armor Mk 1 from Fallout New Vegas. I put it to Fallout 3 via GECK of course, changed texture paths in meshes for players to show properly. I equiped few Enclave soldiers with it and started the game. I found them, killed them, rob them and I equiped that armor. But after I did it I found out that wrist armor is clipping through PipBoy. I know how power armor meshes works, they have separated wrist meshes for NPCs (without PipBoy) and player (with PipBoy) but it seems to ignore that completely. I also found out that there are both meshes loaded at the same time which is not how it is supposed to be. I tried everything I could, I am still relatively new it GECK so i thing there definitely is something I havent tried. I hope someone could help me and a apologies for my english (I am not from English-speaking country) Sincerely, Subject Gamma Link to comment Share on other sites More sharing options...
Radioactivelad Posted January 18, 2019 Share Posted January 18, 2019 (edited) It sounds like you've already identified the problem. I believe it has something to do with Armor Addons, as I think those are what check for things like Pipboy versions of armors. But it sounds like you're wanting the New Vegas Remants Armor in Fallout 3?Just so you know, you cannot upload that mod to the nexus. Edited January 18, 2019 by Radioactivelad Link to comment Share on other sites More sharing options...
JackSK19 Posted January 19, 2019 Author Share Posted January 19, 2019 I know about it, I am working on proper solution on this "coryright" problem. What you mean about that "I identified that problem"? And yes, I want to add "Remnants" Advanced Power Armor Mk I to Fallout 3 as a part of Enclave Overhaul mod.Do you have some clue on this? Why does it ignore pipboy? Link to comment Share on other sites More sharing options...
dubiousintent Posted January 19, 2019 Share Posted January 19, 2019 I believe he means you identified your problem as "they have separated wrist meshes". So you have to treat the Pipboy as an "Armor Addon". Please see the "search results" entries for the phrase "armor addon" in the GeckWiki. -Dubious- Link to comment Share on other sites More sharing options...
JackSK19 Posted January 19, 2019 Author Share Posted January 19, 2019 I dont understand anything in there. What am I supposed to do with it? How can I load FOSE in geck? Link to comment Share on other sites More sharing options...
dubiousintent Posted January 19, 2019 Share Posted January 19, 2019 You don't use FOSE with FNV. Use NVSE instead (which includes everything from FOSE). Please see the 'GECK: Common Problems' section of the wiki "Getting started creating mods using GECK" article. "I don't understand" translates to "I need to learn more" if you want to create your own mods. Get used to the feeling. You will often have to experiment. (A Google search on "armor addon" for FO3 or FNV turned up no tutorials. "Armor Addons" were added to FNV, so it was not available for F03 anyway.) There are large gaps in the documented knowledge about mod creation of various types. Very few mod makers write up "how I did it". (Those who "code" typically HATE "writing documentation" of any sort and when they do it tends to lack detail.) See the various tutorials under the "Custom Items" and "Armor and Clothes" sections of the wiki "Getting started creating mods using GECK" article. Edit: I decide to try refining my Google search a bit with a wildcard ending and found the following advice (in it's entirety) in a post: Right below 'Armor' is 'Armor Addon'.Create a new Armor Addon and create a 'left hand' and 'right hand' object, attaching the glove to each.You then create a new >Miscellaneous >Form List object and place your two Armor Addon gloves in it.Then open your armor and on the 'Biped Model List', you select your form list from the dropdown box. You also may want to look at the short thread 'How to change the texture of a piece of armour to another preexisting texture in GECK?'. Looking at how another author dealt with a similar issue is usually instructive. Suggest examining the mod "FNV Armor and Gloves Addon" scripts as the closest match to what you want to do. -Dubious- Link to comment Share on other sites More sharing options...
JackSK19 Posted January 26, 2019 Author Share Posted January 26, 2019 Okay, I just found out the source of that clipping problem. If anyone have such problem too just rename "pipboyon:0" and "pipboyoff:0" to "pipboyon" and "pipboyoff", without 0s. It is fully working in Fallout 3 now, advanced and even tesla power armor Mk1. Thank you for your advices, I really appreciate them. Now I just need to solve this "copyright" problem since I made edits in mesh which I can not upload... Wish me luck :) If everything goes well there will be BRAND-NEW Enclave Overhaul mod! (And other cool mods to FO3...) Sincirely, Subject Gamma. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 26, 2019 Share Posted January 26, 2019 Congratulations on resolving your problem, and thanks for reporting back. But your solution leaves me a bit confused. I don't find any "pipboyon/off" commands or functions in the GeckWIKI. So where are they found? I wish you good luck in getting permissions. You never know until you ask. -Dubious- Link to comment Share on other sites More sharing options...
JackSK19 Posted January 27, 2019 Author Share Posted January 27, 2019 Oh, well... It is not a command good sir. It is name of an "mesh" block in .nif file. I "analyzed" mesh atributes in FO3 power armors and I found that in NiTriStrips section there are 2 blocks resp. meshes controling wrist mesh with and without equiped pipboy. In FO3 they are called pipboyon and pipboyoff. Basically what they do is: pipboyon activates "narrowed" wrist mesh for pipboy (when "ON" the wrist) to fit nicely, without wrist armor clipping through. And popboyoff activates normal full-sized wrist mesh when pipboy is not equiped, for example in case of NPCs, creatures etc. And I analyzed FNV power armors, there I found exact same blocks (pipboyon and off) BUT there was and ":0" added after their names. That means "pipboyon:0" and "pipboyoff:0". I dont know why obsidian (most likely) changed it to ":0" but I deleted :0s in "pipboy blocks" in case of Advanced Power Armor Mk1 and Tesla Power Armor Mk1. https://www.mediafire.com/view/x5o617xv3r7dx9z/Explaination.png/file On image above you can see the difference :) I hope I helped you to better understand, I am not naive english-speaker so it is damn difficult for me to explain something in english :D Sincirely, Subject Gamma. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted January 27, 2019 Share Posted January 27, 2019 You did a good job with solving your problem and at explaining it. :thumbsup: Link to comment Share on other sites More sharing options...
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