I used to do it with "trial and error", edit the nif and use transform on the addon node in NifSkope, then go in the game check how it looks. Then repeating. But recently I found there is much easier way. First you should know what addon nodes are and how they work, more or less. There was a page with info about it, but I can't seem to find it right now. If you don't want to create new addon nodes( which must have unique ID among all mods), you can use ones from the game, like I did for this helmet. It is even possible to scale the glow meshes and enlarge them, but I don't recommend making them smaller, because it's noticeable in the game. Prepare three nif files - for the helmet, PA_T45_Headlamp.nif and PA_T45_Headlamp_FX.nif. Open them in NifSkope. From PA_T45_Headlamp.nif select the main NiNode [PA_T45_Headlamp]. Use Block->Copy Branch. Go to the helmet's nif, expand all nodes, select one of the bones(either HEAD or Head_Skin) and use Block->Paste Branch. Go to the PA_T45_Headlamp_FX.nif and use Copy Branch on the main node called FXHelper. Go back to the helmet nif, expand the PA_T45_Headlamp node, select the BSValueNode[AddonNode107] and use Paste Branch. Use Transform on the BSSubIndexTriShape[PA_T45_Headlamp:3] to move it around to where you want it on the helmet. Then use Transform on the AddonHelper node or AddonNode107(or both) to move the source of the light and glow meshes and adjust them to the headlamp(the tri shape you edited before). Do not make any changes to the FXHelper node. When you are ready, select the FXHelper node and use Delete branch. Go to PA_T45_Headlamp.nif and use Delete Branch on the main node, that way you get empty nif. Go back to the helmet nif, select PA_T45_Headlamp node and use Copy Branch, then in the empty nif use Block->Paste At End. Save the PA_T45_Headlamp.nif, rename it to whatever you want and you can use it as a model in an object mod for your helmet's headlamp. Don't save the helmet's nif file, the editing was done only to adjust the headlamp mesh, light source and glow meshes. I mentioned before you can make the glow meshes bigger. To do that, use Transform on the BSValueNode[AddonNode107], beside Translation and Rotation, there is Scale option. For more precise scale, enter it manually, for example 1.2 or 1.5, and so on. Do this before removing the FXHelper from the helmet's nif, so you can see how much the glow meshes are enlarged and if you need to further move the AddonHelper or AddonNode. I'm sorry for lack screenshots. They could help, but they also take a lot of time to take, edit, compress and upload.
No, but I have some ideas, which may or may not work. You can increase the Alpha(under General tab when opened in Material Editor). Or try with Alpha Blend Mode set to None.
I found the link about the addon nodes. It's an old article, but I think it's still useful and nothing has changed, beside the version of NifSkope and FO4Edit. If interested: Tutorial How To Use AddonNodes For Lights.
Coming back to the headlamp topic, I was thinking of making a tutorial on adding headlamps. I experimented with the metal helmet until I hit a wall - the light did not want to attach properly and was floating behind the character, without any of the meshes. And I figured out why. The solution is: the helmet must have two or more tri shapes inside the nif. Just wanted to drop this info here, in case you get stuck with the same bug. You can duplicate the same mesh and rename it, and even make it invisible if you're worried about it showing somehow. Otherwise everything I described before works. The only thing I would change is, to move BSSubIndexTriShape[PA_T45_Headlamp:3] under the AddonHelper node, and just edit/transform the latter. That way you'll have more options when it comes to rotation, if needed for fine tuning the BSSubIndexTriShape[PA_T45_Headlamp:3] and AddonNode107.
Edit: Since I'm getting buggy mesh of the headlamp, when it is a part of the nif with addon, might as well add bone weight and add it to the helmet. Instead of duplicating the helmet's mesh, this will be the second one, required for the proper attaching of the light. I'm not sure why the eyebot helmet doesn't suffer from this bug. It happens after exiting PA, even without the helmet equipped, but the headlamp is constructed at least.
I have a CRAZY idea... why not do the opposite for the Assaultron Helmet? A small opaque or shiny glass visor for the Assaultron Helmet that drops down when you brandish your weapon... Just putting it out there, you don't have to humor me. I know how difficult it is to do that...
Also, thanks for the Eyebot helmet flashlight! Gonna use it tonight!
For now I used the visor from the heavy synth helmet. After some editing and testing, it turns out if I paint the visor meshes in the same bones as the plates, they will also move. https://www.nexusmods.com/fallout4/mods/70233
Thank you for your hard work! I tend to have random ideas every now and then so I'm sorry you had to put up with my random BS. I like what you did with the Assaultron helmet.
17 comments
First you should know what addon nodes are and how they work, more or less. There was a page with info about it, but I can't seem to find it right now. If you don't want to create new addon nodes( which must have unique ID among all mods), you can use ones from the game, like I did for this helmet. It is even possible to scale the glow meshes and enlarge them, but I don't recommend making them smaller, because it's noticeable in the game.
Prepare three nif files - for the helmet, PA_T45_Headlamp.nif and PA_T45_Headlamp_FX.nif. Open them in NifSkope. From PA_T45_Headlamp.nif select the main NiNode [PA_T45_Headlamp]. Use Block->Copy Branch. Go to the helmet's nif, expand all nodes, select one of the bones(either HEAD or Head_Skin) and use Block->Paste Branch. Go to the PA_T45_Headlamp_FX.nif and use Copy Branch on the main node called FXHelper. Go back to the helmet nif, expand the PA_T45_Headlamp node, select the BSValueNode[AddonNode107] and use Paste Branch. Use Transform on the BSSubIndexTriShape[PA_T45_Headlamp:3] to move it around to where you want it on the helmet. Then use Transform on the AddonHelper node or AddonNode107(or both) to move the source of the light and glow meshes and adjust them to the headlamp(the tri shape you edited before). Do not make any changes to the FXHelper node. When you are ready, select the FXHelper node and use Delete branch. Go to PA_T45_Headlamp.nif and use Delete Branch on the main node, that way you get empty nif. Go back to the helmet nif, select PA_T45_Headlamp node and use Copy Branch, then in the empty nif use Block->Paste At End. Save the PA_T45_Headlamp.nif, rename it to whatever you want and you can use it as a model in an object mod for your helmet's headlamp. Don't save the helmet's nif file, the editing was done only to adjust the headlamp mesh, light source and glow meshes.
I mentioned before you can make the glow meshes bigger. To do that, use Transform on the BSValueNode[AddonNode107], beside Translation and Rotation, there is Scale option. For more precise scale, enter it manually, for example 1.2 or 1.5, and so on. Do this before removing the FXHelper from the helmet's nif, so you can see how much the glow meshes are enlarged and if you need to further move the AddonHelper or AddonNode.
I'm sorry for lack screenshots. They could help, but they also take a lot of time to take, edit, compress and upload.
Edit: Since I'm getting buggy mesh of the headlamp, when it is a part of the nif with addon, might as well add bone weight and add it to the helmet. Instead of duplicating the helmet's mesh, this will be the second one, required for the proper attaching of the light. I'm not sure why the eyebot helmet doesn't suffer from this bug. It happens after exiting PA, even without the helmet equipped, but the headlamp is constructed at least.
A small opaque or shiny glass visor for the Assaultron Helmet that drops down when you brandish your weapon...
Just putting it out there, you don't have to humor me. I know how difficult it is to do that...
Also, thanks for the Eyebot helmet flashlight! Gonna use it tonight!
https://www.nexusmods.com/fallout4/mods/70233
I tend to have random ideas every now and then so I'm sorry you had to put up with my random BS.
I like what you did with the Assaultron helmet.