Is it possible to have a different Mesh for 1st person and 3rd person weapon? Im using this mod for my 3rd person shooting animation so i had to readjust the positioning of the mesh to fit this animation, but that messes up my 1st person animation since the weapon is bent forward in a weird way. I've tried using creation kit to get a different file path for the 3rd person mesh and the 1st person mesh but somehow the game uses the 1st person mesh for both point of view.
It's a very late reply, but it's not possible. 1st person meshes serve as both inventory objects and actual objects in hand. The 3rd person meshes are more like GND meshes. The only solution is to somehow use this mod's 3rd-person animation on your 1st-person view. No one has made a mod like that, so I have to try to do it myself and put it in a new custom condition folder in DAR's 1st-person animation folder.
+1 lol yeah thats the only reason i came here because Inpa Skyrim had a video show casing the animations for the witch hunter pistol but no one is telling us whats the nifSkope coordinates to make it look like this in the video: https://www.youtube.com/watch?v=ed9zdIsY1Bk&t=127s
i did an easy to follow tutorial on how to fix that problem lower down the comment page. i repost it hear, but just know the process takes some time.
Tutorial for dummies for setting up Flintlockpistals (or any for that matter) Note: This Tutorial assumes you already have flintlockpistals installed. https://www.nexusmods.com/skyrim/mods/8533 (SSE User use https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse/2 for learning how to port mods) Positioning the weapon nif: Step 1. Download and install nifscope https://github.com/niftools/nifskope/releases
Step 2: Navigate to the gun folder following this path: Data/mesh/weapons/gun
Step 3: Right click the nif file "FireGun.nif" and select open with nifscope. (notes if its your first time opening a nif file you will have to select nifscope from the "choose another app" option). https://ibb.co/m6y1wd Image of folder path
Step 4: on the nifscope window you will see a tab called "0 BSFadeNode" under the heading Name in the top left corner under file and block list. click the drop down triangle so that it is facing down.
Step 5: navigate to the heading "7 BSTrishape" and click so that it is selected
Step 6: Navigate to the heading "Translation". you will see Under the tab name Value X Y Z. Step 7: Double click on the X value and change the numbers to -3.000000
Step 8: Double click the Y value and change the numbers to -1.000000
Step 9. Double click the Z value and change the numbers to 2.000000
Step 10: Click on the heading "scale" under the tab "Name". Double Click on the value and change it to 0.700000 Should look like this when your done https://ibb.co/h3WPhJ
(Side note: make sure after you change the value of xyz that you click outside of were you place the numbers)
Step 11: Repeat steps 7-10 for the heading "10 BSTrishape" Should look like this when your done https://ibb.co/dwgUGd
Step 12: Right click the heading "0 BSFadeNode" and navigate to the transform and click on apply.
Step 13: Navigate to the heading "File" in the top left corner of the nifscope window. Click on save (to save changes we have made)
Congrats you have Successful fixed flintlockpistols so that they work with these animations. Hope that helps you guys understand better :)
@ptowndrew21 we saw that tutorial already and already know what to do its just those coordinates dont work for the glenmoril pistol. Their are people that have the actual coordinates needed to fix the glenmoril pistol but they refuse to share their coordinates like in the other post where someone showed a picture of a finished product but didnt care to show how they did it.
Here is an update for people trying to fix glenmoril witchpistol https://ibb.co/jfwR0rq Here is an update. Step 5: navigate to the heading "7 BSTrishape" and click so that it is selected
Step 6: Navigate to the heading "Translation". you will see Under the tab name Value X Y Z. Step 7: Double click on the X value and change the numbers to -3.000000
Step 8: Double click the Y value and change the numbers to 1.000000
Step 9: Double click the Z value and change the numbers to 2.000000
New Step 10: Look under the Rotation heading you will see Under the tab name Value YPR Step 11: Y -0.00 Step 12: P 0.00 Step 13: R -90.00 Step 14: Proceed to right click the heading "0 BSFadeNode" and navigate to transform and click on apply. FYI you the link will delete its self a month from now. Its okay though the coordinators are in this post These coordiants are for the witchhunter pistol, im still trying to figure out the elven pistols, will post when i figure it out.
Hi. I might be late at the party, but I just wanna ask if are you modding the latest version of the flintlock pistol? The insides of the firegun nif I have is missing some data like the 7BsTrishape found in one your screenshots. I updated my nifskope as well.
Edit: nvm, I fixed it. I'm fine with what I have now. I only edited the rotation of 7NiTriShape and 11NiTriShape (R -58. 00) of the flintlock. I'm using the left hand only animations. Using it in the right hand with default animations kinda looks off. It doesn't matter to me as much since I'm planning to use it on the off hand. Gun aims downward when used at the right hand, also in 1st person view
I managed to set up the coordinates of the Witch Hunter pistol from the Glenmoril mod, but the real issue is that the bullet does not fire correctly. It's off center from the cross-hair, and when aiming in third person, it appears that the bullet fires from behind hitting the player character instead.
can you share your coordinates please thats the whole reason for this post.......like you gave a image of what the gun should look like but you didn't care enough to give us anything relevant to the discussion. It would've been nice to include the coordinates with your image....
I was hoping to edit the witch hunter pistol from glenmoril but the mesh is in a bsa, can I still use nifskope for bsa or does it hav e to be extracted
You'll need to extract it first, but it's super simple and nothing to worry about. I would recommend using this: https://www.nexusmods.com/skyrimspecialedition/mods/974?tab=files (It works for Oldrim as well as Special Edition.)
Hey did you possibly get the witch hunter pistol to look like this- https://youtu.be/6g0bTZq3HJ4. I have spent a long time trying to get it some what similiar to that but the pistol keeps positioning towards my character when i run around or sprint in game, its straight when my character idles though.
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https://www.youtube.com/watch?v=rA_ps87kRQc
https://www.youtube.com/watch?v=ed9zdIsY1Bk&t=127s
Tutorial for dummies for setting up Flintlockpistals (or any for that matter)
Note: This Tutorial assumes you already have flintlockpistals installed.
https://www.nexusmods.com/skyrim/mods/8533
(SSE User use https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse/2 for learning how to port mods)
Positioning the weapon nif:
Step 1.
Download and install nifscope
https://github.com/niftools/nifskope/releases
Step 2: Navigate to the gun folder following this path: Data/mesh/weapons/gun
Step 3: Right click the nif file "FireGun.nif" and select open with nifscope. (notes if its your first time opening a nif file you will have to select nifscope from the "choose another app" option).
https://ibb.co/m6y1wd Image of folder path
Step 4: on the nifscope window you will see a tab called "0 BSFadeNode" under the heading Name in the top left corner under file and block list. click the drop down triangle so that it is facing down.
Step 5: navigate to the heading "7 BSTrishape" and click so that it is selected
Step 6: Navigate to the heading "Translation". you will see Under the tab name Value X Y Z.
Step 7: Double click on the X value and change the numbers to -3.000000
Step 8: Double click the Y value and change the numbers to -1.000000
Step 9. Double click the Z value and change the numbers to 2.000000
Step 10: Click on the heading "scale" under the tab "Name". Double Click on the value and change it to 0.700000
Should look like this when your done https://ibb.co/h3WPhJ
(Side note: make sure after you change the value of xyz that you click outside of were you place the numbers)
Step 11: Repeat steps 7-10 for the heading "10 BSTrishape"
Should look like this when your done https://ibb.co/dwgUGd
Step 12: Right click the heading "0 BSFadeNode" and navigate to the transform and click on apply.
Step 13: Navigate to the heading "File" in the top left corner of the nifscope window. Click on save (to save changes we have made)
Congrats you have Successful fixed flintlockpistols so that they work with these animations.
Hope that helps you guys understand better :)
https://ibb.co/jfwR0rq Here is an update. Step 5: navigate to the heading "7 BSTrishape" and click so that it is selected
Step 6: Navigate to the heading "Translation". you will see Under the tab name Value X Y Z.
Step 7: Double click on the X value and change the numbers to -3.000000
Step 8: Double click the Y value and change the numbers to 1.000000
Step 9: Double click the Z value and change the numbers to 2.000000
New Step 10: Look under the Rotation heading you will see Under the tab name Value YPR
Step 11: Y -0.00
Step 12: P 0.00
Step 13: R -90.00
Step 14: Proceed to right click the heading "0 BSFadeNode" and navigate to transform and click on apply.
FYI you the link will delete its self a month from now. Its okay though the coordinators are in this post
These coordiants are for the witchhunter pistol, im still trying to figure out the elven pistols, will post when i figure it out.
Edit: nvm, I fixed it.
I'm fine with what I have now.
I only edited the rotation of 7NiTriShape and 11NiTriShape (R -58. 00) of the flintlock. I'm using the left hand only animations. Using it in the right hand with default animations kinda looks off. It doesn't matter to me as much since I'm planning to use it on the off hand. Gun aims downward when used at the right hand, also in 1st person view
Screenshot
https://imgur.com/jey3gTy
e to be extracted