simulacrum0 Posted December 4, 2012 Share Posted December 4, 2012 I have made a really large axe and with the vanilla skeleton back weapon node it looks very bad the entire blade hangs past the arms and the only way i have found to fix it is changing the skeleton node but that makes any other back weapon flying of to the side i am hoping some one can tell if it there's a way to change the sheath position with out changing the skeleton. any help would be appreciated. Link to comment Share on other sites More sharing options...
MShoap13 Posted December 4, 2012 Share Posted December 4, 2012 I'd imagine there's some offsets (x,y,z) stored in the mesh somewhere... Someone more experienced with NifSkope could probably tell you exactly where to look for it. Link to comment Share on other sites More sharing options...
ghosu Posted December 4, 2012 Share Posted December 4, 2012 (edited) Well, the problem is...when you change the x/y/z translation in NifSkope it changes the position while holding as well...it's the same model.So i guess, besides changing the bone position, there is no easy way to accomplish that. Maybe a script to change the model. There is the Dwemer Mechanical Blade Mod that uses a hidden blade like in Assassins creed...when it's sheathed it's hidden and when you draw the weapon it changes to another .nif that starts with an animation to reveal the blade. In fact it's a script that changes from one nif to another, so it would be possible to change the position of the first model so it looks nice on the back and the 2nd model is the normal one with correct position while holding...though i'm no scripting buff, but i can imagine it could work...i had a working script once i was working on an AC hidden blade, though i never finished and lost it somewhere on my HD :D Edited December 4, 2012 by ghosu Link to comment Share on other sites More sharing options...
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