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Need help with customized armor


alexpaz92

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so i wanted to try to make my own custom armors and took the original metal armor and customized it to my liking after i got it in the game i started to have this problem. Whenever i am sneaking and take out another weapon my right leg goes crazy. I have to unequip armor and load a previous save to resolve the crazy leg. Any idea what i have to do to solve the problem.

i posted a picture of my import settings and export settings.

 

After that i open my armor nif and the original armor and delete the nitrishapes of the pieces of armor i dont need, in my case the main metal armor and the nitrishape of the body . I proceed to copy branch and copy both of my nitrishapes. I go to bsshadowpplightingproperty and the armor i leave it at shader_default and my body at shader_skin.

armor i leave it at sf_specular,sf_skinned, sf_remappable_textures,sf_shadow_map, sf_zbuffer_test.

body i leave it at sf_specular, sf_skinned, sf_remappable_textures, sf_zbuffer_test.

and then copied it to meshes/armor/metalarmor/outfit.nif export settings

 

right leg

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alexpaz92 - Hello!

 

I've never done that so I can't give first hand advice.

 

However it seems like a bad bone connection, I've seen weird things like that happen when copying & pasting creature .nif's.

 

Make sure the nodes are named correctly, often when cut & pasted they take on new incorrect names. Compare it to the vanilla armor you based it on.

 

There is a detailed guide here:

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2

 

Specifically exporting:

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2#Export_the_armour

 

Hope this helps!

 

Prensa

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alexpaz92 - Hello!

 

I've never done that so I can't give first hand advice.

 

However it seems like a bad bone connection, I've seen weird things like that happen when copying & pasting creature .nif's.

 

Make sure the nodes are named correctly, often when cut & pasted they take on new incorrect names. Compare it to the vanilla armor you based it on.

 

There is a detailed guide here:

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2

 

Specifically exporting:

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2#Export_the_armour

 

Hope this helps!

 

Prensa

 

Thank you for replying,

 

i have done the steps that you pointed to, in fact that is where i started before i started to customized this armor.

i have taken the nif of a metal armor specifically created for the type3 F body and i have edited and after i reopened the nif of the original Type3 F metal armor and deleted the main armor and body and pasted mine as described in the tutorial. However i have not found in nitrishapedata the tspace flag and changed it from 240 to 16 as described in the tutorial.

 

I have gone and checked every bone on armor and body and they are all named correctly, is there another way to double check that the bones are correct and how do i know if a bone in armor is missing. Thank you

Edited by alexpaz92
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i have thought of something and i have been working to prove it. i have imported the metal armor mesh and not do anything and then export it with everything and no changes i have done the same. I have deleted the original main armor nitrishapedata and copied my own and change the name to basehd as the original and placed it back in the mesh/armor/MetalArmor/ folder and i have still got the same problem. I think it has something to do with either my import settings or export.

 

CAN ANYONE TELL ME WHAT SETTINGS THEY USE

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i have found a way to prevent it, i messed with the import and export settings a bit.

 

after i had the armor ready for export i imported the skeleton as usual but i only checked import skeleton+parent selected, import bone priorities, combine ninodes + shapes into a single mesh ----- and on the right menu i selected,---- send geometries to bind position, send detached geometries to node position and send bones to bind position.

 

 

next came the export and i used this settings------ export geometry only (nif) -- flatten skin,,,, export skin partition,,, increased max bones to 18,,,,, combine materials to increase performance..... chose the fallout 3 settings........... then collision options-- metal,, solid, none... then shader options,,,,, default type,, z buffer,,,, shadow map,,,, empty,,,, unknown 31 and export dismember body part..

 

and i exported and so far no problems with the right leg.

 

thanks to Prensa for trying to help me.. I appreciate it. I am new to modding.

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alexpaz92 - Hello!

 

Glad you were able to work it out, sorry I could not be of more help but I've never mastered Blender. :)

 

Thanks for taking the time to come back & say what you did to correct the issue as it will help others.

 

Prensa

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