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[LE] How do I change weapon position?


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I'm in the process of making some draugr and skeleton followers for my mod Tel Nalta, but omg the 2 handed weapons on the back are just placed terrible by Bethesda with the bottom sticking literally inside the followers.

I have tried so many things and nothing seems to work, I even made duplicate races for my followers and then changed the skeleton.nif file used under "body data" -> "skeleton".

Then I went into Nifskope where I changed the XYZ positions and rotations of the weapon nodes.

 

At first I thought it worked because in the creation kit it moved the weapons to their new positions/rotations, I was so happy until...I went ingame and noticed it doesn't work there, I even started a new game and spawned the follower to make sure and it still didnt work.

In Nifskope you also have an option to change the "scale" of the weapons and this is the only thing that goes over ingame, changes to XYZ and rotations do not go over ingame.

 

I also found this little tutorial, which basically goes through the same steps as what I did except he uses "transform->apply" at the end, which for me personally has no effect in nifskope, I even downloaded the latest version of nifskope and same thing there, no effect and ingame it still does not change.

 

Can someone explain how I can fix the weapon positions, I truly don't know what else to try anymore at this point :sad:

Edited by Guest
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Try using outfit studio to change the position instead: https://www.nexusmods.com/skyrim/mods/49015

I fail to see how outfit studios, which is meant for normal meshes with actual textures on them, can do anything for the skeleton.nif file and the weapon nodes, if you know how then by all means please explain.

Edited by Guest
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The edit on the skeleton should have worked. Are you sure you got the right one. Little bit tricky how them skeletons are set up.

Yes I'm 100% certain I got the right one, I went over it dozens of times at this point, and if I change the "scale" I see it change ingame, but XYZ and rotations don't change ingame because I can't seem to be ably to "apply" those in Nifskops.

Its strange because when I change something else on other nif files and move stuff and then press "transform->apply" Nifskope always gives me a warning message and afterwards if I go look at the XYZ and rotations its all set back to 0, meaning Nifskope really did "apply" the changes permanently, but when I try to "apply" on these nodes for the weapons Nifskope does absolutely nothing, no warning, XYZ and rotations are not set to 0, so this leads me to believe it didn't really "apply" anything and I don't understand it because I even tried to do this with the latest Nifskope version as well and I have the same issue there.

Do you mind if I send you one of the skeleton.nif files so you can try to "apply" in your nifskope?

https://drive.google.com/file/d/1akYoFR51oKLFnKzFgmi13zc1XWhVlKh0/view?usp=sharing

Edited by Guest
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You should be able to move it then save it. No need to transform it. In fact at that point the transform would be putting it back the way it was.

transform = move...

and yes thats what ive been doing, I move, I change rotation, it doesnt apply ingame yet for some reason it does apply in the CK.

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A common mistake while testing. Also like I said them skeletons are not put together like other things in Skyrim. They are a bit odd.

Try your edits on something else as a test to see if that is the case. Possibly just give them a new weapon if all else fails.

Edited by NexusComa2
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