The reason why I have so many different branches for each separate mesh is because whenever I would combine meshes in Blender and transfer that mesh to NifSkope, the gun looks like its missing polygons. I would use a vanilla weapon as an outline in NifSkope and simply copy the NiTriStripsData from my custom mesh over to the vanilla model, but I have many individual meshes other than the body of the weapon and the ammo clip which require their own branch and NiTriStripsData from what I understand. ![]() ![]() (Like the Sighting Node, Projectile Node.etc ) So I was wondering if anyone could give me any tips for assigning the nodes needed for the weapon to work properly in the game. I'm relatively new to modding, but more specifically adding brand new weapon meshes to FNV. I have completed a couple of them and have transferred them to NifSkope. So I'm currently developing a mod that consists of adding Custom Meshed weapons to Fallout New Vegas. » The GUN Insider: The Radioactive Beaches of Miami » FNV Upgrades From The Commonwealth (REQUEST) ![]() » HALLOWEEN MOD THE INNSMOUTHS CITIZENS FALLOUT 4 » Fallout New Vegas Stuttering And LOD Problems » Frontier Cars Standalone Video on Youtube by Lord Zomx
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