The NV BSA contains all the weapon models and animations from FO3. I've ported several weapons based on FO3 skeletons using Reload E without issue. Copying the ##SightingNode from an NV weapon works fine as well.
My problem is with NIFskope. A while back (probably when my machine was infected with the Win7 virus), NIFskope lost the ability to play the animation for the sniper rifle. Now, none of the new NV animations will play. Curiously, all other FO3 weapons meshes play fine.
I've updated to the latest beta release and even set NIFskope to run in XPsp3 compatibility mode, but no joy. What am I missing?
HA! found another one like me! *g*
(maybe) interesting facts:
-A] i can change the ni-node-position of a moving part(edit transformation), but the nistrips won`t move in nifskope for a FO3-Model, but the animation plays
-B] i can change the ni-node-position of a moving part, AND the nistrips DO move in nifskope for a FO:NV-Model, but the animation
will not play- the spacial relation of node and ni-tri-strips may be different in the game than in nifskope or maybe the nif-file-default/defined position of a given node (e.g. "magazine") is overridden by the game (animation/starting position or something), because sometimes it is mis-aligned only after a reload animation played. (the latter case seems more likely)
-in case A] the ni-node in nifskope can visually be moved by editing the translation factors (don`t forget to edit all of the ones concerning the part you are workin on
).
- by trial and error you can align the moving parts (magazine/bolt) with the fixed parts of the gun by moving the niNode and the NiTriStrips (moving means editing the transformation)
(use a small cell for this, it reduces lading time
) [look at the gun ingame, move the niNode in nifskope so that the mesh of e.g. the magazine lokks similar than ingame, then move the mesh (the niStrips, not the node) to alignment, safe the nif, reload the game and check again (try shooting and reloding to be sure), repeat until it works)
- This works for A] and B] (yes i tried both, case A was the chinese assault model as base and B] was the sniper rifle (which animation doesn`t play if i use the version from the F:NV-bsa)
- to be honest, i think i had to rename the nodes (matching the ones of the service rifle) of the chinese assault rifle because it wasn`t moving at all at first ... but this may be because i selected the wrong animation or something ....
(as stated before): adding (copy&paste from a existing .nif) the sighting node and renaming it to "##SightingNode" makes ironsights usable and adjustable (by moving the SightingNode in nifskope)
all of this are purely observations, stated reasons for the observations are educated guesses only.
hope this helpes someone somewhat
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and i wouldn`t mind if someone with knowledge of the inner workings of animations and nif-files would explain some of my observations *g*