Fredas Posted April 14, 2014 Posted April 14, 2014 I'd better explain. I'm working on a worn item that uses, say, mesh_X. Mesh_X also exists as an in-game object with collision and such. But there is a noteworthy difference in size between mesh_X as an object that can be picked up, and mesh_X as my wearable armor. The in-game object is something like 15% larger. And as it happens, that's not going to work. There are no differences between the two meshes (it's a copy & paste). Nor are there any modifications to scale on any of the nodes in the armor. I am left to conclude that Skyrim just arbitrarily makes objects in the world larger than they should be. If that's the case, then fair enough; I need to know how much larger, so I can adjust accordingly. Otherwise I am at a loss to explain the discrepancy, so any hints would be welcome.
Groovtama Posted April 14, 2014 Posted April 14, 2014 Worn armors, are affect by the scale of the actor, and also affected by skeleton scales. Ground models are not. They are basically size of the mesh in the nif.
Fredas Posted April 14, 2014 Author Posted April 14, 2014 Worn armors, are affect by the scale of the actor, and also affected by skeleton scales. Gotta be the skeleton scales, then. Any chance of an elaboration? I checked the actor's meshes, and for the body it's 1.000 across the board. But the skeleton is another matter: NPC: 0.8800 NPC L/R Calf: 1.1100 NPC L/R Thigh: 1.0880 NPC L/R Hand: 0.8517 NPC L/R Foot: 0.9800 The node which controls my armor is only a "child" of "NPC" so I would assume, then, that the target scale would be 0.88, but the actual target scale, ascertained through painstaking trial and error, turns out to be 0.9058. So yeah, some hints as to where that may be coming from would be great. And thanks for taking the time to help out. I think the only people who knew the answer to this were you and the guy who coded the thing.
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