Nif questions.

Post » Sat Dec 15, 2012 11:44 pm

I'm back in Nifscope after a couple of years and can not for the life of me remember how to do this.

1) In what node of the mesh does the data reside that determines the size of the box seen in the CK render window.?

I know in game that this box determines when the cross hair see's a particular object. I'm working on a weapon rack mod(for personal use, for now) and i'm finding that some weapons have a hugely over sized (bounding?) box which obscures other objects near it from the cross hair's view. Makes it very difficult to position the weapon close to each other.

I don't mind altering the vanilla weapons for my own personal use and besides the weapons with over sized boxes I'll be fixing the rotation on the Orcish battleaxe(which aligns itself perpendicular to the trigger and the mace which is upside down. That leads me to my second question..

2)which node holds the translation data the game uses to alter the root scene?

I've compared all the battleaxe nifs with each other and there doesn't seem to be an oddball 90 degree rotation in any of the nodes within the Orcish one. I'm not sure if the trigger script has any translations added or not as it seems the trigger mesh has a single translation for each weapon type.
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Victor Oropeza
 
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