ART1E117 Posted August 31, 2012 Share Posted August 31, 2012 Hey err'body, I'm having an issue with my mod. I've created a new weapon with a custom model, and everything works fine except for one small issue.When the player reloads, the magazine never actually detaches from the weapon. It just stays in place as the player does the reload animation.I tried Googling it, but if you search "magazine" it assumes you mean skill magazines, and if you search "clip" it assumes you mean a Youtube clip.Any help is much appreciated. Link to comment Share on other sites More sharing options...
ART1E117 Posted September 2, 2012 Author Share Posted September 2, 2012 Nothing? Link to comment Share on other sites More sharing options...
ART1E117 Posted September 3, 2012 Author Share Posted September 3, 2012 (edited) Made some progress (I think) http://cloud-2.steampowered.com/ugc/560950979560373680/A5477BCFB69ADA104E8B558A76FC4AD09C6A2A90/Here's the weapons in game. I opened them up in nifskope(which I have zero experience with) and noticed that on regular FNV weapons, the magazine is referred to as a clip, while the modded weapons had it listed as a magazine. So I edited the text to say Clip wherever it said Magazine. I loaded up the game again and now this happened:http://cloud.steampowered.com/ugc/560950979560377373/B39DD684462E5116685156F42117DEA1887D51A3/http:// http://cloud-2.steampowered.com/ugc/560950979560380456/F71B78224759658F8B3E34C1BB53168EDE880FA8/ Now the magazine of each weapon is raised a few inches and back towards the stock. On the bright side, the top rifle now has a removeable maghttp://cloud-2.steampowered.com/ugc/560950979560411229/7B5087E39FDD9CCE891DB811E6BF4AF6C832470A/ Edited September 3, 2012 by ART1E117 Link to comment Share on other sites More sharing options...
Heffy Posted September 6, 2012 Share Posted September 6, 2012 That's because you're using the assault carbine / service rifle anims with the assault rifle's skeleton. Basically, the issue is that the node's position to which the magazine attaches is much lower in the assault rifle's than it is in the assault carbine. Thus, the animation moves the node up, to the position of the assault carbine's magazine (##Clip node).The solution is using the original assault rifle's anim (reload E, if I remember correctly, but if doing so, rename it back to ##Magazine).Or, if you insist on using the assault carbine's anims, you need to move the node to the position it is in the assault rifle's nif. Open assaultcarbine.nif, click once on the ##Clip NiNode to see its translation coordinates. Next, open your nif file, go to the same NiNode (the one you renamed as such) and replace its translation with the values in assaultcarbine's ##Clip NiNode. Also, replace or delete the NiTransformController under NiVisController in your file for the ##Clip NiNode, else the new settings won't show. The whole mag will move to the position you showed on your screenshots once you apply the new settings. To correct that, now you have to expand the ##Clip NiNode and edit the ##Magazine:0 NiTriStrips translation (X=4.8346, Y=-4.5609, Z=0.1356 should be the correct values, in this case). Hope it helps. :smile: Link to comment Share on other sites More sharing options...
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