HALP please: Nifskope sizing question

Post » Fri May 13, 2011 12:42 pm

Okay, so I've been frankensteining meshes for my unique finery mod update, and I keep running into the same problem: my meshes are too small when I drop them in-game, or some are too large (compared to the vanilla amulet sizes).

So, I try to increase the size (via the parent NiNode) in Nifskope, but it doesn't seem to have any effect in-game. So, I'm really confused, because Nifskope has no absolute measurements that I can scale a mesh to (e.g. an amulet has a length of 5 units, a sword has the length of 30 units, etc). It's all relative, and it is driving me batty because I can't figure out how to fix my sizing problem! :bonk: Also, the back-of-the-belt ground meshes (i.e. the bottom of the mesh) keeps clipping into the floor, and it makes me cringe every time I see it happen.

Does anyone have any tips on how I can make sure my meshes have roughly the same size in-game? Am I even making any sense? Caveat: I don't know how to use Blender. If this requires Blender, then I will need step-by-step instructions for dummies (aka me).
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Ana
 
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Post » Fri May 13, 2011 2:47 pm

I think the game overwrites the the parent NiNode scale value with the scale from the object reference, if you need scaling you have to make an extra branch node. It's probably a good idea to do scaling comparisons in-game with the setscale console command, then you can copy the scale modifier to nifskope afterwards.
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Sheila Esmailka
 
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Post » Fri May 13, 2011 5:21 pm

I think the game overwrites the the parent NiNode scale value with the scale from the object reference, if you need scaling you have to make an extra branch node. It's probably a good idea to do scaling comparisons in-game with the setscale console command, then you can copy the scale modifier to nifskope afterwards.


You don't, I've been scaling meshes without any problem with both, Transform-edit, and transform-scale vertices.
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Chloe Yarnall
 
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Post » Fri May 13, 2011 7:53 pm

You don't, I've been scaling meshes without any problem with both, Transform-edit, and transform-scale vertices.

I think what Hrnchamd said is correct, changes on top level node are overridden if tranform-edit is used (http://pmm.planetoblivion.de/Portal/index.php?option=com_content&task=view&id=268&Itemid=106 has even a dedicated wrap for scaling tool), may be you used transform-scale vertices on top trishape? That may work, not sure though.

@Alaisiagae: did you try right-clicking the top-level node, choosing Node->Attach parent node (NiNode), and resizing the (now on level 2) node?

[EDIT]For resizing I used to use Nible wrap for scaling tools, nice and simple, but Nible has problems loading some meshes so lately I am using NifSkope.
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Adam Baumgartner
 
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Post » Fri May 13, 2011 1:32 pm

Maybe just use blender, it's just pressing one button and draging the mouse. Even someone who has no clue of Nible, Nuble and whatnot can do that! ;)
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Chase McAbee
 
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Post » Fri May 13, 2011 2:27 pm

I think what Hrnchamd said is correct, changes on top level node are overridden if tranform-edit is used (http://pmm.planetoblivion.de/Portal/index.php?option=com_content&task=view&id=268&Itemid=106 has even a dedicated wrap for scaling tool), may be you used transform-scale vertices on top trishape? That may work, not sure though.


Not sure to be honest, but it might be. I scaled a couple of times the whole NiNode, but I can't say for sure I had no problems since I don't remember :P
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jodie
 
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Post » Fri May 13, 2011 1:46 pm

Don't try scaling/translating/rotating the 0 NiNode, the game won't pay any attention to it.

Any of the Children of the 0 NiNode are free game though. Move them around or scale them as you wish. If you really need to edit the 0 NiNode, then do what abot said; that works like a charm.
@Alaisiagae: did you try right-clicking the top-level node, choosing Node->Attach parent node (NiNode), and resizing the (now on level 2) node?

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Dylan Markese
 
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Post » Fri May 13, 2011 10:57 am

Thanks everyone! Adding in a new parent NiNode did the trick. :D Hurrah!

So, uh, why does the game not pay attention to the first NiNode 0? Is it just a Morrowind quirk or something related to how nifs and/or gamebryo works?
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Jesus Duran
 
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Post » Fri May 13, 2011 1:51 pm

So, uh, why does the game not pay attention to the first NiNode 0? Is it just a Morrowind quirk or something related to how nifs and/or gamebryo works?
Probably first node is reserved for/overwritten by TESCS object resizing
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Stacey Mason
 
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