» Tue Sep 21, 2010 9:59 am
I've been trying to figure this one out http://www.gamesas.com/index.php?/topic/1091887-making-armor-visible-in-1st-person/. I don't know if its the slot specified in the geck that determines 1st person visibility, or the node that the model attaches too, which is a property of the .nif. Since only the arms of armor are visible, I would imagine it's dependent upon the node rather than the slot.
I never did try turning the model in that screenshot into a crosshair. It might be sort of cool, though I'd prefer if it were also visible when you weren't scoped/iron sighting.
*Edit - Also, a little off topic, but have you noticed anything different in the way FNV handles environment mapping? It might just be due to my using different graphics settings, but it seems like the engine now takes local lighting conditions into account when determining the brightness of the reflections.