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Using a static mesh as an armor replacer (nif problem)


Geistertanz

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Hi guys,

 

I am trying to use a static mesh (in this case a corvega car nif) as armor in a mod. I know that I have to add a/some biped nodes, in order for the game to recognize it as armor, but I have no idea how to make it work.

 

I tried mixing the static motorycle and a backpack item to recreate the mototcycle from the "J3Xified Driveable Motorcycle" mod in order to get an idea on how it could be done, but that was not met with much success either. (The shadow of the motorcycle/armor shows up correctly, but no visible textures.)

 

I think the following edits are necessary and I hope you can help me to figure out the correct order and the missing steps.

 

1.)

Add a biped node. (Which one should I use? Spine? Biped01?)

 

2.)

Change the NiTriStrips to NiTriShape with the Triangulato option in nifscope. Is it enough to use to option or is additional work necessary?

 

3.)

What about BSDismemberSkinInstance (on the backpack/armor mesh) and bhkCollisionObject (on the imported static mesh)? Which one needs to go and which one needs to stay?

 

4.)

I don't need the armor to adhere to animations, as I want to have it appear instead of any armor (I will select all body slots in the GECK). To which Biped Object can I snap it, so it won't fling around because of the animations (is there a fixed point in the center of a character or at his feet)?

 

5.)

Is it enough to make the changes in nifscope, or do I need to change something with the static mesh in Blender as well?

 

If you have a link to a tutorial on how to add new design elements to an armor this would greatly help, too. I am trying to add a rather huge design element to an armor, after all. ;-)

 

 

I hope you guys can help me with this.

 

Thanks in advance!

-Geistertanz

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