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Weapon mod:Urgent help


ipuma101x

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I'm currently working on my mod which consists of multiple things in one mod, currently it is a home and i'm working on a weapon but i just can't get it to work.

The first time i tried, it crashed in game,then it worked and i got the textures in but it was static to the ground when i put it on.

I tried to fix that by adding collision through 3Ds Max (which i didn't have) along with the bones/skeleton for the animations; which i got off of another weapon(daedric sword).

If you know what I can do specifically please tell me.

If you can help in any other way; don't mind telling, i can use all the help i can get.

 

The most I can do for someone who gives any help is give credit

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Firstly, when exporting weapon meshes from max there shouldn't be any modifiers applied to it, and there shouldn't be any collision meshes made.

Secondly, don't paste data FROM other weapons INTO your *.nif files. Do it the other way around.

 

Your process should be something like this:

 

  1. Open two Nifskope windows and load 2 *.nif files, one containing your mesh, and one with a vanilla weapon. If you're making a 1 handed weapon, make sure its a 1 handed weapon.
  2. Paste the NiTriShape branch holding the data for your weapon mesh onto the vanilla mesh's BSFadeNode.
  3. Expand the NiTriShape branch you just pasted and delete any of the unwanted NiMaterialProperty, NiBinaryExtraData and BSLightingShaderProperty nodes that came from max. Also, don't forget to give the branch you just pasted a unique name, because it will have inherited the name of an already existing data tree.
  4. Click on the NiTriShapeData node for your mesh, and in the Block Details window set Vertex Colors to Yes, Num Uv Sets to 4097.
  5. Copy the BSLightingShader from the vanilla weapon mesh's NiTriShape branch and paste it onto the NiTriShape branch for your mesh. It will fall outside of the branch, so you'll have to attach it manually by clicking on the root node for your mesh (the NiTriShape root node), scrolling down to the bottom of the Block Details window to Properties, expand it, and inserting the reference number for the duplicate BSLightingShaderProperty in the value column field.
  6. Adjust the BSLightingShaderProperty to your specifications.
  7. Delete the root node containing the vanilla weapon mesh from your file, as well as any "EdgeBlood" NiTriShape branches. Worry about these later. You can't even get a basic weapon working in game yet. Don't forget to delete the scabbard too. If you want one, you should have exported one from max that fits your weapon.
  8. Spells > Batch > Update All Tangent Spaces
  9. Save

 

Duplicate the file you just saved to make the 1stPerson version(s) etc.

Edited by FavoredSoul
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