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Why no dual guns?

dual weapons guns

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#1
AnnihilatingDespair

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The tools are all there, why there are still no dual guns like RDR style dual revolvers or dual smgs? Imagine how epic that would be!



#2
Radioactivelad

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If you're talking about true dual-wielding such as in Skyrim, no the tools are most definitely *not* there, and unlikely to ever be.

 

The most theoretically plausible way to do dual-wielding in the New Vegas engine would be like the Dual Berratas from CS:GO, which is technically "one" weapon, but is rigged and animated as two pistols in each hand firing in sequence. (I think this was done in Fallout 4 recently.)

 

Animation is not a common skill in the modding community, and it's especially hard to animate for New Vegas from what I understand.



#3
AnnihilatingDespair

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Well i dont really need true dual wielding like Skyrim, just a single weapon designed as dual guns will suffice for sure. I already ran some tests to see how to approach the implementation and everything appears to be in order.

 

Fine, i'll do it myself. Expect it to be done in a week AFTER i figure out how to make animations from scratch.  Wish me luck.



#4
madmongo

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Animation is not a common skill in the modding community, and it's especially hard to animate for New Vegas from what I understand.

I think this needs a bit of clarification.

 

In general, creating animations for FNV isn't all that difficult, once you figure it out. How to do it is poorly documented. The tutorials that you find out there will often tell you that you have to do things a certain way, but then later you find out that you don't actually have to do it that way. And there are a ton of hidden, undocumented gotchas, and a few tricks are necessary sometimes to get things to work the way you want. But, once you get through all of that, creating animations actually isn't all that bad. Even an idiot like me can figure it out.

 

But when you get into weapons, here's where you run into a big problem. FNV doesn't allow you to assign animations to a weapon. Instead, each weapon has a weapon type, and that type has animations. You want to replace the 1-handed pistol animations? That's easy. But your animation will replace it for ALL weapons that use the 1-handed pistol animations.

 

And here's the kicker. The GECK won't let you make new weapon animation types. You can make new reload animations, but you can't make new weapon animation types.

 

Here is the list of weapon animation types:

https://geck.bethsof...tWeaponAnimType

 

There is no dual wielding weapon animation type on the list, and you can't add it to the list.

 

I went down this path myself, and couldn't figure out how to get around this particular limitation. I read somewhere that there are actually at least a couple of unused animation types in the game, and that technically you could, at least in theory, assign one of these to your new weapon type, but I never found enough information to figure out how to actually do that. I'm also wondering if it will actually work since there are some things in-game, like the GetWeaponAnimType function I linked to above, that will break if a weapon isn't using one of the hard-coded values already in the game (GetWeaponAnimType apparently returns a generic error code for anything that's not on that list).

 

If you or anyone else can figure out how to get around this, please let us know.







Also tagged with one or more of these keywords: dual, weapons, guns

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