DaXmAn Posted February 7, 2014 Posted February 7, 2014 Hi Guys, do you know how to force skyrim to use different nodes for arrows and bols quivers for XP32 MS sekeleton? http://www.nexusmods.com/skyrim/mods/26800/? I'm trying to modify nodes position to fix bolts quiver position, but after change I realized that arrows quiver is moved too... Game use node called: "QUIVER" string number 155. There are other nodes, like QUIVER0 [534], BOLT [449], but looks like these are not in use... I presume I should create new node with unique name and change string number, node name for bolts somehow, but I can't find quivers file... what I'm missing? This is what I'm trying to fix... actualy I fixed this already (added new node to NPC RootA [Root] [378] node, thanks to this quiver was not floating during sneak...), but I broke arrows quiver in the same time.... as game use the same quiver name Any ideas?
Groovtama Posted February 7, 2014 Posted February 7, 2014 You have multiple Quiver nodes in XPMS for the different variants. The one Quiver node for the one variant will have the name "QUIVER" and will be the active one. The other ones are named "Quiver0" (female) or "Quiverx" (male) to render them to a not using state for the game. The BOLT node is an experimental extra node from xp32 with Bolt meshes that get attached to the BOLT node instead of the QUIVER node like it is in the vanilla game. To make a Bolt mesh to use the BOLT node you change the attaching node in the mesh from QUIVER to BOLT and change the translation/rotation scale to further tell the game how the Bolt mesh has to be placed. Edit: Also read up what xp32 put up in the installer what possible negative consequences the change has I mentioned.
DaXmAn Posted February 7, 2014 Author Posted February 7, 2014 Ok. This is what I thought. The problem is I can't find BOLT meshes in Skyrim data folder.... I guess these are packed in bsa files somewhere? So I have to extract them, edit, and put in data folder to allow Skyrim to use them, like any other modded file, right?
Groovtama Posted February 7, 2014 Posted February 7, 2014 The default bolt meshes are in the Dawnguard.bsa. Example meshes which are using the BOLT node are in the XPMS pack. In the experimental Bolt folder. xp32 converted all the vanilla bolt meshes from dawnguard to use the BOLT node. you can just use hers and change the translation and rotation if you want to change it further. I also added support to shift meshes assigned to the BOLT node in ECE if that may be more convenient for you in the extended version of the XPMS one.
DaXmAn Posted February 7, 2014 Author Posted February 7, 2014 Thanks! You saved me a lot of time! I missed this somehow. For armour I actually use I had to set Vecto3 - Y to -3 for NiNode 95, parent of BOLT node. Maybe I will rotate this node to be aligned with leg also...
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