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NV mesh problems


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I need a bit of help. I'm trying to port some NV weapons to FO3, I figured out how to solve the reload animations problem, but now the problem is the meshes, take this example:

 

Fallout New Vegas:

http://img825.imageshack.us/img825/6334/86348752.png

 

Fallout 3:

http://img685.imageshack.us/img685/2281/79065748.png

 

I can't get the lights to work. I've compared the regular plasma rifle meshes from the 2 games in NifScope, and besides the ironsight, I can't find any differences, but in NV it has some light effects.

 

I'm trying to port MultiPlas rifle, Pulse gun, LAER, 556mm pistol and this Plasma Caster and all of them suffer from the same problem.

Edited by Guest
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It's a texture thing. I believe it's because some glowy texture that's missing. Did you end up with problems with the plasma caster shooting straight up in third person view? I did, which is why I ditched doing it for my mod.

It isn't a glow texture problem, i'm sure.

 

About the Plasma Caster bug in 3rd person, a fixed version of the mesh is included in OWB, HH and DM, so if you have any of those DLCs, just get the fixed mesh from the bsa file.

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Wow, how did you got it working?, are you sure you haven't touched anything?

 

The reload animations have hardcoded slots in the GECK, you can see ReloadA, ReloadB, etc. All of those are slots. For a new reload animation you must take a free slot, ReloadM, for example. Then, you must rename the jam and reload strings in the .kf files in NifScope. Just change the letter in the string to the one in the free slot you want to use. So if the string in the .kf file says ReloadJ, just rename to ReloadM, that's it.

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