It should work, although it's possible it could look slightly distorted, but that shouldn't matter for most kinds of retextures, as long as it's meant to look like wood, which is fairly organic, it should look alright. Remember, this mod is very simple to install and uninstall at any point, so try it for yourself, see if you like the results, no risks.
is it possible for you to add a firing pin for the .44 revolver and the western revolver? or one maybe too much is to align the magazine of the pipe weapons with the barrel
I'm not interested in doing any of those. I think you mean that the hammer of the revolver is lacking some kind of striker that's supposed to be slotted into the hammer? Well, that'd require some fairly simple modelling, and UV mapping the new piece to re-use some other part of the texture, or to give it a whole new texture. Moving the magazine of the pipe gun would probably mess up the animations. You can't really move the barrel down either, especially since the bolt has to be in line with it. Maybe you could fudge the mag and barrel a bit closer to one another without disturbing the animations too much. Fundamentally, you can't really get the barrel in line with the mag, since the breach is on the same side and angle as the mag, and you obviously cannot make the two actually overlap.
If you wanted to try tweaking this yourself, you'll need BAE (or some kind of BSA archive exztractor), nifscope, Bodyslide & Outfit Studio (for whatever reason, I've been told Outfit studio is kind of a go-to for nif to Obj conversion) and Blender, all of which are free. You extract the mesh or "nif" file you want, such as the receiver for the 44 pistol and/or pipe gun. Launch Bodyslide, and open Outfit Studio. There, import the nif, and then extract it as an obj. Best is to extract only the sub-mesh you wanna work with, as parts of the mesh will otherwise get clumped together. The with Blender, import the obj file. There you make additions are adjustments. After modelling the parts you wanted, you gotta export as an obj, convert it into a new nif file, open both the new and old nif file, and attempt to swap the old BSTriShape block with the new one, and make sure that all the variables match the old block. If the new piece shows up as a BSSubIndexTriShape, you probably need to convert the block to a BSTriShape. If you wanna make any kind of addition to the 44, you'll need some understanding of UV mapping in particular. For the pipe gun, some parts may have to be remodelled, but some parts may be sufficient to just move the nodes they are attached to a bit, like the node for the bolt and barrel attach point.
This is not a tutorial, more an overview of what you'd have to do. Good result not guaranteed in either case. If it sounds like a lot, it's because it kind of is. I'd recommend some easier way to tease your interest in these program, such as following unrelated Blender tutorials, and maybe doing simple things in nifscope, for example, you may be able to make barrel variations for guns by simply scaling existing barrels up and down, or sinking them into the receiver to shorten them. You could try making glow sights for weapons that don't have them, by copying the little glowing dots from another model and moving them onto another sight.
I prefer not to really use either the pipe weapons or revovler, the pipe weapons are pretty bad, and the revolver is kind of ugly to me, in some subtle uncaney way, some parts of it just feel weirdly proportioned, so I don't really use them anyway. The pipe guns have enough logistical problems with them already, so I don't mind assuming they work on Wastland magic and just have some really strange way of feeding.
Great! I read your comment about wanting to do a more "complete" overhaul, but i really like when people acknowledge the possibility of conflicts leading to patches needed, leading to patches needing updates and so on. Nothing wrong with lightweight, and with this the biggest eyesore on the double barrel is solved anyway. Great idea and execution, thank you.
I somewhat like the idea of making the barrels a bit slimmer as well, as they seem a bit over-sized as is. But that would require me to export the nif to blender, and I'd need to rework the receiver, each one of the barrels, and even the shotshells. I guess that could probably be done, I'm just not in an ambitious enough mood to try it, especially as it sounds like the kind of thing that could run into other complications. Those part need to all look like they fit perfectly, it's just more stuff to keep track of, so I figured just making the stock a bit more elegant would have to do, and I think it turned out alright.
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or one maybe too much is to align the magazine of the pipe weapons with the barrel
Moving the magazine of the pipe gun would probably mess up the animations. You can't really move the barrel down either, especially since the bolt has to be in line with it. Maybe you could fudge the mag and barrel a bit closer to one another without disturbing the animations too much. Fundamentally, you can't really get the barrel in line with the mag, since the breach is on the same side and angle as the mag, and you obviously cannot make the two actually overlap.
If you wanted to try tweaking this yourself, you'll need BAE (or some kind of BSA archive exztractor), nifscope, Bodyslide & Outfit Studio (for whatever reason, I've been told Outfit studio is kind of a go-to for nif to Obj conversion) and Blender, all of which are free. You extract the mesh or "nif" file you want, such as the receiver for the 44 pistol and/or pipe gun. Launch Bodyslide, and open Outfit Studio. There, import the nif, and then extract it as an obj. Best is to extract only the sub-mesh you wanna work with, as parts of the mesh will otherwise get clumped together. The with Blender, import the obj file. There you make additions are adjustments. After modelling the parts you wanted, you gotta export as an obj, convert it into a new nif file, open both the new and old nif file, and attempt to swap the old BSTriShape block with the new one, and make sure that all the variables match the old block. If the new piece shows up as a BSSubIndexTriShape, you probably need to convert the block to a BSTriShape. If you wanna make any kind of addition to the 44, you'll need some understanding of UV mapping in particular. For the pipe gun, some parts may have to be remodelled, but some parts may be sufficient to just move the nodes they are attached to a bit, like the node for the bolt and barrel attach point.
This is not a tutorial, more an overview of what you'd have to do. Good result not guaranteed in either case. If it sounds like a lot, it's because it kind of is. I'd recommend some easier way to tease your interest in these program, such as following unrelated Blender tutorials, and maybe doing simple things in nifscope, for example, you may be able to make barrel variations for guns by simply scaling existing barrels up and down, or sinking them into the receiver to shorten them. You could try making glow sights for weapons that don't have them, by copying the little glowing dots from another model and moving them onto another sight.
I prefer not to really use either the pipe weapons or revovler, the pipe weapons are pretty bad, and the revolver is kind of ugly to me, in some subtle uncaney way, some parts of it just feel weirdly proportioned, so I don't really use them anyway. The pipe guns have enough logistical problems with them already, so I don't mind assuming they work on Wastland magic and just have some really strange way of feeding.
after that I will see whether this one works