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 nifskope issues

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Great Teacher Alex

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PostSubject: nifskope issues   Mon May 18, 2015 3:59 pm

I have come across a weird issue with nifskope that I when I move an object in nifskope the changes don't appear in game anymore. Does anyone know how I could fix this issue.
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Tesvixen

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PostSubject: Re: nifskope issues   Mon May 18, 2015 6:11 pm

In situations like this provide as many specifics as possible. For instance, what kind of object are you moving... static? Clutter? Armor/body? etc etc.

The faster we can narrow stuff down, the faster we can possibly figure out what's happening.
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Great Teacher Alex

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PostSubject: Re: nifskope issues   Tue May 19, 2015 4:14 am

On the armour I was moving a holster for a pistol higher up closer to the waist so it would appear to be a waist holster but for some reason the changes won't appear in game.
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TheAfterKing

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PostSubject: Re: nifskope issues   Fri May 22, 2015 4:24 pm

Disable the ESP of the mod, change the nif position and overwrite it with the previous version, enable the ESP back again...worked for me
hope it works! Thumbs Up

check if G.E.C.K uses the right path to the nif model

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Cruz011

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PostSubject: Re: nifskope issues   Fri May 22, 2015 5:52 pm

It would be nice to see a step by step tutorial on how to do such moving. I got same problems sometimes.
Sometimes it works fine. Cant say why.

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Great Teacher Alex

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PostSubject: Re: nifskope issues   Sat May 23, 2015 3:06 pm

TheAfterKing wrote:
Disable the ESP of the mod, change the nif position and overwrite it with the previous version, enable the ESP back again...worked for me
hope it works! Thumbs Up

check if G.E.C.K uses the right path to the nif model
The tip you provided sadly didnt help but I should probably say that when modifying weapon parts in nifskope the changes carry over into the game.
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Tesvixen

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PostSubject: Re: nifskope issues   Sat May 23, 2015 5:33 pm

That's because weapon meshes aren't rigged to use a skeleton like armor/body/creatures are.

So they don't have weightpainting and such, their moving parts are controlled by basic nodes. What you want to do needs to be done in Blender or 3DS Max.
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Great Teacher Alex

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PostSubject: Re: nifskope issues   Sun May 24, 2015 1:57 am

Thanks for telling me tesvixen, I'll try to edit the armour in blender. I think it's about time I stopped using nifskope as my only application for creating mods.
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weijiesen

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PostSubject: Re: nifskope issues   Sun May 24, 2015 7:27 am

Great Teacher Alex wrote:
Thanks for telling me tesvixen, I'll try to edit the armour in blender. I think it's about time I stopped using nifskope as my only application for creating mods.

Its like Tes said, the position, rotation, size, ect of the mesh in question is 100% fixed to the armature (bone).

The bones are what determines the movement, that's how armors work.

Beyond armors (well...not all... only armors with MORE THAN ONE BONE needed) every other non-script thing can be done purely within Nifskope.
trust me ^^

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