medic975 Posted May 2, 2014 Posted May 2, 2014 I'm correcting textures on some of my armor downloads and while doing so I was adding the extrastring to the nif to point towards the hdt.xml What I'm wondering is this only necessary to avoid having the havok object? Is there any benefit to me doing this? Also, I only need to insert the extra string on both weights of one piece of the armor, correct? Not on each that has a body part?
blabba Posted May 2, 2014 Posted May 2, 2014 Try clp's method of attaching to heads/other body parts. This should work at least for the player character not sure if it works on NPC's though.
medic975 Posted May 2, 2014 Author Posted May 2, 2014 I already have, so it seems it's redundant to do this. Thank you.
b00marrows Posted May 5, 2014 Posted May 5, 2014 I'm correcting textures on some of my armor downloads and while doing so I was adding the extrastring to the nif to point towards the hdt.xml What I'm wondering is this only necessary to avoid having the havok object? Is there any benefit to me doing this? Yes, adding it to the armour would only make t so you don't have to use the HO. Also, I only need to insert the extra string on both weights of one piece of the armor, correct? Not on each that has a body part? Hmm, i don't quite understand. you should only need to add it to the main armour part (the body) not boots or gloves or anything. just remember, if an armour can not animate it will not. just make sure its either HDT, TBBP or BBP enabled, otherwise its not weighted and will not move.
medic975 Posted May 6, 2014 Author Posted May 6, 2014 Thanks, I was a little sleep deprived when I made that post and had somehow convinced myself that if an armor piece had the body in it, gloves that showed the hands and the like, that I might have needed to add the Havok path across the board. I got it all sorted though and quit doing that, and adding in the path onto the bodies altogether. Just to male hands, and the female head. One day I'll actually play the game more than I tinker with it.
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