Usually the main body of a gun will consist of one or more of these Strips. Strips represent the 'physical' parts of the weapon - where textures are placed to make the thing look like an actual object - and they are what we will be moving around.Some NiTriStrips are not attached to a NiNode. So if a reload animation uses a node called #SMGClip, and in your.nif file you rename the model's node to MyBadassClipW00t, then it isn't going to animate properly in-game.In fact, until you are proficient at working with.nif and.kf files, you really shouldn't mess with the nodes at all!NitristripsNiTriStrips, on the other hand, are just waiting to be messed around with. In order for the weapon to animate properly, the NiNodes must be named exactly the same in the weapon mesh and the corresponding.kf animation file. For example, the player character's model has a LUpperArm node when the animation applies translations and rotations to that node in the game engine, the player's left arm from the shoulder to the elbow will move accordingly.Weapons are made up of a number of NiNodes. If you can't see either of these windows, select them from the View menu.The most important types of data we will be working with are NiNodes and NiTriStrips.NinodesAnimations use 'nodes' to interact with mesh models. However, the changes are not permanent until you specifically save the file.Weapons consist of pieces of data, organized in the Block List and Block Details panels. Remember that there is NO Undo option or Ctrl+Z hotkey, so you can't immediately change something you just did without reloading the file. NifSkope can be a quirky and occasionally unforgiving little program, but it's great once you get the hang of it. If you don't play FO3 with a reticule or HUD, you may want to set your sights directly over the spot where the reticule would be, for increased accuracy.NifSkopeOpen the weapon's.nif mesh in NifSkope. Most weapons will have to be shifted and rotated a little to fit the reticule.I set the sights of my weapons to be slightly lower than the reticule for visibility purposes. Consider how the weapon looks, and where you want it positioned.
It will be very helpful if you set iron sights hand drift to minimum and turn on the reticule.Leave the game and open up your screenshots. Everytime it is active, my 10mm pistol is just white and don't got a texture.Also the iron sight doesn't work.
of 2 - RHIronSights problem - posted in Fallout 3 Mod Troubleshooting: I got a problem with the intallation of the RHIronSights mod by Roguehallow. From its massive and detailed world to its extensive cast of characters, it's never a bad idea to revisit the Wasteland. Aim down the sights and take some screenshots.įallout 3 is a great game - there's no denying that. While testing, just in case.Starting outFor basic adjustments, run the game using the I.S.
I suggest you try not to run any mods other than I.S. I use Blender, but 3ds Max should also work just as well.Please note that this tutorial assumes the I.S. Of course, you must also have an iron sights mod, and naturally I recommend my own: RHIronSights.Depending on how much you want/need to alter the weapon, you may also require a 3D modeling program. Fallout 3, Oblivion, Pirates!, and Civilization IV all use this game engine and its.nif files.The best part of.nif files (for us anyway) is that tools exist to view and edit them for modding.RequirementsTo adjust a weapon for iron sights, you must have the latest version of NifSkope, and Bethesda's GECK toolkit. Pictures coming soon!Part II: 'Blender - Adjusting And Exporting Weapon Meshes' can be found here:What is a.Nif?Files with the extension.nif are models used with the NetImmerse/Gamebryo game engine. Contents.IntroThis is my first text tutorial for NifSkope, and it will be pretty rough until I get it finished and polished.