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bingles

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  1. I had a similar problem with the weight slider. For some reason, when I add my custom armor, the weight slider in "Showracemenu" doesn't work.... at first. if I exit out, and try "Showracemenu" a second time, everything works fine. Bizarre.
  2. I see I'm a month late to the party but here's my 2 cents: Swords of the Wasteland. You'll find this mod on the nexus somewhere and its one of my favorites for melee weapons. adds 4 new weapons, a rapier called the virtuoso and a couple of vicious looking 2handers. I like it because the texturing was done very well, gives everything a well weathered, apocalyptic feel. That, and lopping a dude in half with the zanba makes me chuckle every time.
  3. Ok. I figured it out. So far testing has gone without a hitch. If anyone is reading this thread, looking for the same answers as I was, you can either download "Visctrl for 2handmelee" to get the edited animation files, or PM me and I'll gladly explain how this was done.
  4. ARGH! It worked perfectly while I tested it for 15 minutes, then I took a break, came back, and now it doesn't! Why is New Vegas so Effed up??!!
  5. YEEHAW! Well, it took 6 hours of exhausting research and expirementation but I have finally figured out this problem. Seems the 2handed melee animation .KF was missing a reference to the ##VisCTRL. So I added one. Now my Special effects disappear when holstered and reappear when drawn on both the PC and the NPCs! Don't Y'all worry about how I did this. It was pretty simple but explaining the fundamentals of Nifskope surgery doesn't interest me right now. If you want to achieve this desired effect, I uploaded it here to the nexus for everybody to use: http://newvegasnexus.com/downloads/file.php?id=42645 Now, to sit back and wait for some fantastic double light saber mods to come out.
  6. Some additional info: in playtesting, I noticed the companion Boone used the wrong weapon attack animations. Well, some of the time. I gave him a lance type weapon (One that should use the Thermic lance type attack anims) and he used a random assortment of 2handed melee attacks (Overhead swings, side swings, etc.) This observance may not be directly related to my NPC holstering animation problems, but its still curious that the game chooses to disregard animation types set in the Geck. Or perhaps I should have attached an appropriate .kf to the mesh itself, tho I doubt this should effect holstering since holstering a 2handed melee weapon is its own .KF entirely.
  7. Howdy Y'all! I've scoured the forums for days and not found an answer, so if this is solved elsewhere I apologize in advance and would appreciate a link to the topic. My problem is as follows: I cobbled together some new melee weapons from vanilla junk using nifskope, and most of them use some kind of colorful animation (Pulsing lightning, flickering flames, plasma bolts, etc.) I then used ##VisCTRL nodes in nifskope to hide these effects when the weapons are holstered (So you don't have spinning sawblades or open flames next to yer kiester when runnin around.) All of this works perfectly for the player character, but when the very same weapon is given to a companion, the animations are hidden when holstered but do not activate when the weapon is drawn. This is also only an issue with 2 handed weapons. One handers work perfectly fine. I can only assume the issue lies somewhere in the Animation KFs for 2 handed weapons, but messing around with those is far beyond my expertise. I was wondering if anyone would be willing to give me a hand in solving this. My only model editor is blender, however, and I have always been leery of working with animations in it. Any help would be appreciated. Thanks in advance! -Bingles
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