You can do those changes easily in FO4Edit or the CK so please do it in the way it suits you!
I just upload this mod as a request from my other mod cause people have been asking this for a long time when I was in hospital and couldn't do make any changes. I am still recovering from heart surgery so my time is limited.
I'm sorry to hear that, I hope your recovery is speedy and painless.
Though, if you could spare a moment, could you tell me how exactly to fix that gap issue in FO4Edit? I could probably figure it out with help, all I need is a bit of direction on where to look.
Figured I would post this info here: Changing the Attachment Point has nothing to do with the way the object is rigged. The best way to go about what you are trying to do would be (This is how I create models, BTW)
Unpack \\\Data\DLCCoast - Main.ba2 with BAE (Search for it here on Nexus) Find the Model for the helmet EX: \\\\Meshes\DLC03\Armor\DivingSuit\MOutfit.nif or MHelmet.nif Download and open the latest edition of Nifskope (Should be like Beta 3.X or similar) Open MHelmet.nif with it Select the master node (root) Click File-> Export->Export to .obj Make changes to mesh in your favorite editor (I use Blender V2.49B) Export to .obj while making sure to select the Apply Modifiers Flag, to prevent any future issues Download BodySlide and install it to \\\Data Open Bodyslide and select "Outfit Studio" File->New Outfit->Load Mesh->MOutfit.nif and Automatically search for textures Right Click on Render Window->Load Outfit from .obj->Load your custom model Right Click on MOutfit->Set as Reference Right Click on MHelmet->Copy Bone Data Click on Bones Tab, look through the list of bones for the bone that affects the neck area EX: Neck_Skin (Not certain on name, but it contains neck) Select MHelmet, go back to bones, select the painter tool, paint the entire helmet with that bone (should be at least green in color) You may need to Transform the helmet up or down along the "Z" Axis, if I recall, the helmet is offset from the suit a bit Then, finally, File->Export->NIF with Reference (Important)->Save to nif file, making sure not to overwrite the original MHelmet.nif(see below) Open your newly created .NIF with Nifskope, find the BSLightingShaderProperty->Find the line that says Name, and likely has a text-string pointing to a .bgsm, or has 1XX in it. If it just has the number, open up the original MHelmet.nif, find the same line, copy it, right click on the line in the custom nif, click edit text, and paste it there, save, rename it to MHelmet.nif with it in a location different from the original
Move it to \\\\Meshes\Armor\Diving\ Profit!
Sorry if the formatting gets messed up.
PS: In the time it took to type this, I probably could have done it and uploaded it for you; but knowledge is power, and as such, you are informed!
I have fixed the file myself. It will be included in my Diving Suit pack that is coming out soon. It will include realistic textures; shiny rubber, micro-weave/rubberized nylon, brass that looks like brass, texture variations for all joinable factions from FO4, a handful from FO:NV, and the Enclave. And much thanks to you, Skyrimlu, for allowing me to use your resources.
Going to check it out and have it for my new game... Kudos and thank you to NotOnLand for sharing the static helmet models and, of cource skyrimlu for the separated helmet, I hope you're feeling better already. I've got a f***ed up left collar bone/shoulder and a f***ed up lower back and a skin disease to deal with myself so, be reasonably careful and take care of yourselves, people! Health is the most important thing, just about.
I would like to make a series of stand-alone retextures (one for each major faction, and a couple from NV factions), and would like to ask if I may use this as a starting point.
Please PM me if you have any questions or comments
18 comments
I just upload this mod as a request from my other mod cause people have been asking this for a long time when I was in hospital and couldn't do make any changes. I am still recovering from heart surgery so my time is limited.
Though, if you could spare a moment, could you tell me how exactly to fix that gap issue in FO4Edit? I could probably figure it out with help, all I need is a bit of direction on where to look.
No pressure of course.
Unpack \\\Data\DLCCoast - Main.ba2 with BAE (Search for it here on Nexus)
Find the Model for the helmet EX: \\\\Meshes\DLC03\Armor\DivingSuit\MOutfit.nif or MHelmet.nif
Download and open the latest edition of Nifskope (Should be like Beta 3.X or similar)
Open MHelmet.nif with it
Select the master node (root)
Click File-> Export->Export to .obj
Make changes to mesh in your favorite editor (I use Blender V2.49B)
Export to .obj while making sure to select the Apply Modifiers Flag, to prevent any future issues
Download BodySlide and install it to \\\Data
Open Bodyslide and select "Outfit Studio"
File->New Outfit->Load Mesh->MOutfit.nif and Automatically search for textures
Right Click on Render Window->Load Outfit from .obj->Load your custom model
Right Click on MOutfit->Set as Reference
Right Click on MHelmet->Copy Bone Data
Click on Bones Tab, look through the list of bones for the bone that affects the neck area EX: Neck_Skin (Not certain on name, but it contains neck)
Select MHelmet, go back to bones, select the painter tool, paint the entire helmet with that bone (should be at least green in color)
You may need to Transform the helmet up or down along the "Z" Axis, if I recall, the helmet is offset from the suit a bit
Then, finally, File->Export->NIF with Reference (Important)->Save to nif file, making sure not to overwrite the original MHelmet.nif(see below)
Open your newly created .NIF with Nifskope, find the BSLightingShaderProperty->Find the line that says Name, and likely has a text-string pointing to a .bgsm, or has 1XX in it. If it just has the number, open up the original MHelmet.nif, find the same line, copy it, right click on the line in the custom nif, click edit text, and paste it there, save, rename it to MHelmet.nif with it in a location different from the original
Move it to \\\\Meshes\Armor\Diving\
Profit!
Sorry if the formatting gets messed up.
PS: In the time it took to type this, I probably could have done it and uploaded it for you; but knowledge is power, and as such, you are informed!
Best Wishes,
Baryonyx396
You rock!
(pardon the blatant adverts)
Thanks,
Mike/Baryonyx396
Going to check it out and have it for my new game... Kudos and thank you to NotOnLand for sharing the static helmet models and, of cource skyrimlu for the separated helmet, I hope you're feeling better already. I've got a f***ed up left collar bone/shoulder and a f***ed up lower back and a skin disease to deal with myself so, be reasonably careful and take care of yourselves, people! Health is the most important thing, just about.
Endorsed !
Please PM me if you have any questions or comments
Thanks,
Baryonyx396
cause of this. Just a joke, mind you
I had to cut part of the helmet screenshots to avoid the mod going into the adult categories of the NEXUS and now you found that...