Closed SlavicPotato closed 2 years ago
Is action needed for the patcher? Sounds like the meshes are not correct. I think it's standard to use Scb for the scabbard name?
In any case, that's a good reason for us not to optimize/sort on save.
On Thu, Mar 10, 2022 at 9:49 AM SlavicPotato @.***> wrote:
I've noticed some (custom) weapons have scabbards with child nodes named after the parent which can cause nifskope clobbering 'ScbLeft' during sanitization on save.
You can view, comment on, or merge this pull request online at:
https://github.com/SteveTownsend/ImmersiveEquipmentMeshGen/pull/8 Commit Summary
- 488f3af https://github.com/SteveTownsend/ImmersiveEquipmentMeshGen/pull/8/commits/488f3afc0cf31c9b0f77152f0de9bbad8347ec32 Ensure scabbard child nodes have unique names
File Changes
(1 file https://github.com/SteveTownsend/ImmersiveEquipmentMeshGen/pull/8/files)
- M ImmersiveEquipmentMeshGen/NifTransformer.cs https://github.com/SteveTownsend/ImmersiveEquipmentMeshGen/pull/8/files#diff-82f5aeda35c70a1dab0609bbdf4f43e9c2d6766bfd05fa25f860501de14275b7 (57)
Patch Links:
- https://github.com/SteveTownsend/ImmersiveEquipmentMeshGen/pull/8.patch
https://github.com/SteveTownsend/ImmersiveEquipmentMeshGen/pull/8.diff
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Yeah this is basically incorrect, nifskope fixes it on save and doesn't seem to ever rename 'Scb' nodes (probably recognizes that it shouldn't) but the children instead. This isn't the case for our 'ScbLeft' nodes though, these may get renamed so the action is indeed needed. Each node in the tree should have an unique name anyway. Just to be clear: this change only applies to ScbLeft nodes.
I'm so sorry, I did not realize this was a new PR with a fix, and not comments on the closed one. Should be able to build this tonight or tomorrow.
No worries!
I've noticed some (custom) weapons have scabbards with child nodes named after the parent which can cause nifskope clobbering 'ScbLeft' during sanitization on save.