If it's anything like FO3 then you open the gun model in nifskope and adjust the coordinates until the gun aligns properly with the crosshair's center.
It's actually a very tedious process because the only way to know for sure you are properly aligned is to boot up the game engine. Clipping is the worst and almost impossible to eliminate. If you shrink the weapon then it looks like a toy, if you lower the weapon too much it'll clip right through your hand. Lots of headaches.
@akkalat85 - it actually is nothing like FO3's version. There is a weapon property under the modifications section called "ZoomOffset" and you can adjust the X,Y, and Z axis positioning through this. General practice is to use this with the weapon optics/sights mods.
Ah! I have been looking for a way to remove aim-down-sights because when you aim half your view is obstructed by gun, so I want the gun to stay down or pull away or to side like it does in third person view (same as how it did in fallout3). As you altered the aim-down-sights for this mod, I'm hoping you may be able to make a mod that "hides" the gun when in 1st person and holding zoom. Is this possible oh great one ?
Well done. I was desperately trying to figure out how to zero the sights before finishing up. Now I know, guess I should get working on the last few mods and textures for the weapon. Would you mind my incorporating the fix into the main file once its finally release? You will be credited for the discovery of course.
This opens doors to the other weapons I starting porting in as well, thank you very much. Endorsed.
I used 3ds max and Nifskope alpha to get the assets into the game. 3ds max's niftools plugin allows 3ds max 2009-2016 to export .nif files that can be read by nifskope alpha (needed to open FO4 nifs). Its simply exporting and copy/paste the models into an existing game .nif that closely matches your weapon for the animation sets.
If you have questions on the process, feel free to PM me. The only reason mods haven't kicked off yet is due to everyone having to figure everything out on their own. A basic tutorial would send nexus into overdrive.
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File is now obsolete. Cheers and happy modding!
It's actually a very tedious process because the only way to know for sure you are properly aligned is to boot up the game engine. Clipping is the worst and almost impossible to eliminate. If you shrink the weapon then it looks like a toy, if you lower the weapon too much it'll clip right through your hand. Lots of headaches.
This opens doors to the other weapons I starting porting in as well, thank you very much. Endorsed.
Gimme a shout via PM if you need any other help with this.
Side note. Would you be able to share how you ported weapons into FO4?
I have several I'd love to see but don't know where to start myself.
If you have questions on the process, feel free to PM me. The only reason mods haven't kicked off yet is due to everyone having to figure everything out on their own. A basic tutorial would send nexus into overdrive.
Using a separate ESP to override the files lets me bypass that.