Request : Castleportcullis01 As Wearable Cuirass

Post » Wed Sep 01, 2010 10:54 am

I was wondering if I would be able to request that castleportcullis01 be turned into an item that could be equipped on an NPC? I am not particularly good with working with Meshes, so my own attempts thus far have not gone at all well-- so if someone could do this, that would be great :D

The issue I am having right now is that I can get the Mesh to appear in NifSkope, and there are no CTDs in Oblivion or the CS-- but the NPC is completely invisible, including the mesh-- and it does no appear to be clickable with the console either.

Oh, I forgot to add: if possible, could I have the Portcullis upside down? so the Points are facing upwards, rather than the default downwards, with a slight sinking below the NPCs feed? Thanks :)
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Kyra
 
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Post » Wed Sep 01, 2010 4:15 pm

Just a small bump to this, to see if it catches someone news eye-- or even if someone might be able to tell me how to do it myself, since I seem to be half-way there :)
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Beast Attire
 
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Post » Wed Sep 01, 2010 8:16 pm

I can't help much I'm afraid but to rotate the mesh:

-right-click the mesh and select transform/edit
-repeat for the bolts/studs

You'll have to move the havok as well: click on bhkRigidBodyT and in block details (F3) alter translate values (I'm a bit fuzzy on this part).
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Sarah Bishop
 
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Post » Thu Sep 02, 2010 2:36 am

Thanks for the help :) I have it positioned perfectly, and looking great-- but it is STILL not appearing in the CS/Game :( I've tried everything I can think of...

In NifSkope it is right there, perfectly aligned and looking exactly how I want it to for my Mod; but in the CS there is nothing at all-- not even a Collission mesh/bounding box; and in game, iti s NOT at a really low co-ordinate or anything like that, so I'm completely lost :(
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Hannah Whitlock
 
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Post » Wed Sep 01, 2010 1:53 pm

Thanks for the help :) I have it positioned perfectly, and looking great-- but it is STILL not appearing in the CS/Game :( I've tried everything I can think of...

In NifSkope it is right there, perfectly aligned and looking exactly how I want it to for my Mod; but in the CS there is nothing at all-- not even a Collission mesh/bounding box; and in game, iti s NOT at a really low co-ordinate or anything like that, so I'm completely lost :(


Upload the nif.
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brenden casey
 
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Post » Wed Sep 01, 2010 7:07 pm

Phitt.

I've uploaded it to one of my Tes Nexus Mod files, as I do not have an account for a DL site-thing.

http://tesnexus.com/downloads/file.php?id=34839

It is the file called "Portculis Cuirass".

Thank-you for taking a look at it for me :)
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Add Meeh
 
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Post » Wed Sep 01, 2010 8:55 pm

The portcullis wasn't rigged to any bone and it wasn't linked to the scene root, that's why it didn't show up. Here is a fixed version:

http://www.mediafire.com/?7cpqwqcebq494vm

Collision on actors doesn't work like static collision. To give the portcullis the correct collision you either need to move collision with it by script (which requires animated collision properties or it won't work) or adjust the bounding box. In that case you need to adjust the skeleton and only use it for your portcullis NPC (or else all NPCs in the game will have a huge collision box).
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Chrissie Pillinger
 
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Post » Wed Sep 01, 2010 10:57 pm

Phitt-- only tested it the CS yet, but looks perfect :D Thank-you kindly!! :D :D *gives Phitt a New Year's Honour :)*

If it is not too complicated, could you maybe give me step-by-step of what needed to be done, in case I need something similar in the future?

Thanks again for the help :D I'll add you to the Credits :D
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Miss Hayley
 
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