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hitman47101

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  1. First off apologies if this isn't the right area to post this. For the issues, see title, despite hitting publish nobody can access the page for quite a while, this delay is new, before it was instant. Additionally uploading a header image no longer works, it stays processing forever and fails to upload. Both of these are happening to me on the FNV Nexus, please look into this at some point. Edit: I meant to type Uploade instead of Upload, it urr, makes it sound more fun!
  2. Hello Hitman, please check inbox.
  3. You should be able to stop it by playing another idle anim.
  4. Hey man, I made your idea, put my own little spin on it: https://www.nexusmods.com/newvegas/mods/66226 I hope you like it. Cheers
  5. I like this idea a lot, its also easily doable, all it would take is duplicating the excising implant perks, condition them to apply to only a specific companion and adding them to the players hidden companion perk list with player.addperk IDHere 1, that could be done through dialogue with the Doc. The benefit of boosting the companions SPECIAL stats is basically 0 but a money sink is never a bad thing, the game throws caps at you constantly anyway. I may end up making this mod myself, can't promise anything however. (Also just as a bit of side info, NPCs can't benefit from or keep perks, only the companions can be effected by perks when they're placed in the companion perk list, which is actually technically a second sepreate list of the players perks, the perks in this list only effect them when they're actually following you also.)
  6. Ah ok, well it was worth a shot. Good luck in editing the speed, this kind of stuff is how I got started in modding myself. Sure you can upload it, its a tiny little edit really, I just copied the barrel spinning transformer over and cut it down to work with the Flamer attack anims. Cheers. :)
  7. Nah what I mean is if you had the barrel rotation end at 1.300000 but the animation itself goes to 1.333333 then the game will crash, if the whole animation is sped up that's fine. For that though you might want to look at the Attack Animation Multiplier in the GECK or FNVEdit, that might work without you having to edit the anims at all.
  8. Nah there shouldn't be any problems, you can edit stuff in .kf files as much as you want as long as the start and stop times remain the same. So if you edit the rotation keys for the Minigun barrel (##MinigunBarrel) in the 2hhattackspin.kf just make sure the first keys time is 0 and the end keys time is 1.333333, that being the length of the anim, Otherwise the game will lock up and crash when the anim ends. I hope that makes some sense, its been a really long time since I've thought about this stuff. Cheers :)
  9. Haha no problem man, glad I could help. :) Regarding speeding up the rotation, sure that's possible. At the moment the Minigun barrel takes 4 frames to do a full rotation, just making it complete that rotation in 3 or less frames instead would speed it up. I did the Flamer attack edit in Nifskope but it would be a lot easier in Blender or Max, I just don't have the tools installed at the moment.
  10. Hey, not sure if you're still looking for this but here's the Flamer attack (2hhattackspin2) with the Minigun barrel rotating. https://drive.google.com/open?id=1ob_X-RAvR-tjHnmYF-BEhaA167xS0Hlf The Flamer attack anims have no spin-up of course but if you're ok with that it should work fine. Cheers
  11. Swapping anims on the fly will likely never be fast enough for something like that, currently we can't swap an anim out without the fast equip anim playing to "redraw" the weapon model and reload the anims. However in New Vegas it was done by simply swapping the mat/textures on the last few bullets to a null/empty texture set via script based on ammo count, making them appear invisible, just a matter of if the script can be fast enough to keep up during full auto fire, that wasn't a problem in FNV but a lot has changed and scripts in F4 can be seriously delayed if a lot is happening at once.
  12. To make something move like a magazine or a bolt we need to stick it on a bone, there's a limited number of these we can use from the skeleton and we'd need more then we have to properly animate a belt fed weapon due to all the moving parts, each individual bullet and so on. However its not really impossible, there's other ways to do it, primarily a skinned mesh (look to the Junk Jet for an example of this in a weapon), or a self contained animation in the nif or just straight up adding more bones to the skeleton. Its just no one has done it yet because its a lot of work and they're pain in the ass to animate in general, I know I did a PKM back in New Vegas. That said I know of at least one that's sort of in the works at the moment. Hope that helps.
  13. Is there a new link or any other way I can get the Central Axis Relock animation? https://gyazo.com/f5839eafc66ca32ae1fbb13ff514f8ca
  14. I'll take a look at that 3rd person aiming problem at some point but chances are its just a problem with the SMG set that almost all the guns are based on. Its a little known fact that when making a 3rd person idle anim you can only move the left arm and not the right, thus you can't really move the weapon or make a grip that's much different from the default ones, that's why I had to make the Hunting Shotgun 3rd person idle hold near the loading gate and not on the pump, can't stretch the left arm out that much to reach it if you can't bring the weapon closer. Also yeah the player uses separate anims from NPCs so most mods just add anims to the player and ignore the NPCs since nobody wants to deal with the crappy hand target IK system, you won't find one that works very well with the cover system only NPCs use ether. Bonus Mossberg progress: https://www.youtube.com/watch?v=pklJkwL8UCg (The Shell is hidden when needed in game with bone culling)
  15. The system is one animation per set for all throwing weapon types, everything from frags to molotovs to throwing knives, its not possible to have anything more detailed then a simple generic toss. As for a belt fed LMG, I can probably jury rig something up that acts like it should, or at least at least looks better then having it static. But that said I'd only go through that pain in the ass ordeal for something truly special, I'm talking a fully modular M60 with fantastic models and textures made for F4, from the Vietnam model all the way to the E6 with as many attachment options as possible. That's the only thing I'd really be willing to try it for but the odds of getting that stuff are slim to none haha, so I wouldn't get hopes up.
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