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Draghy

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Everything posted by Draghy

  1. Hello, I've cleaned and removed some masters that I did not use anymore from a plugin. The problem is now I can't open it in GECK anymore to edit it. GECK simply freezes when trying to load it and stays frozen forever. I've tried QuickAutoClean and checking for errors (fixed them) but still to no avail.. UPDATE: To be more specific, I forgot to turn on Windows 7 compatibility mode, now after doing so I can get clearer loading messages. The freeze occurs after loading all the masters, when loading my own plugin, when the loading text states: Initializing... How can I save my work?
  2. Yes that's obvious but I'm trying to figure out how to detect magnum ammo in-game.
  3. I'm trying to overhaul shotgun ammo and wondered if ammo type is actually equipped? And if so, is it possible to track it with something like OnActorEquip? I'd like to make magnum shells reduce clip size (since they are longer in real-life.
  4. hello. the only problem you might have with the missing #SIGHTANIM would be certain animation types (the .357 revolver animations or .44 magnum revolver animations) might jiggle weirdly in Iron Sights mode. I haven't seen a noticeable difference in the other firing animations from a missing ##SIGHTANIM node. for 1. you only need to edit guns, as in ranged weapons 2. only if you're using any of the Asurah animated weapon parts (like the desert eagle variation of the 9mm pistol animation), in that case, it won't animate, no other problems 3. nope, the mod only replaces the animations in the data folder. only when you should test them in game you need to have it enabled otherwise they won't animate or behave strangely
  5. I've tried using a custom reload animation I downloaded but in game it simply won't play. Pressing R does nothing and the animation refuses to play in either 1st or 3rd person. No ammo is added either (if the animation was missing, you'd get no animation but ammo replenishes). This also happens when I try changing the Hunting Rifle animation when using the Extended Mag mod, back to ReloadA, it simply refuses to reload. However, ReloadA works just fine on other guns. I've renamed the weapon parts accordingly in nifskope and the animation doesn't seem to be missing the nodes or have a wrong name. What could be causing this?
  6. Ok so I managed to figure this out: the extra animation was added by: Reload Animation Fix - Lever-Pump-Single Action Guns by HeroinZeroSpecifically the Unofficial Patch Plus version of it. By altering the script I managed to solve the problem.
  7. I'm trying to modify one of the reloads for 2HR category as a placeholder. The reload idea would be a 1-round-at-a-time bolt-action rifle reload. It all worked alright until I realized that the ending part of the reload animation (Reload*letter* not Reload*letter*start) is cut off before finishing in 3rd person (the animation finishes in 1st person), and a generic lever-action rifle cocking animation plays unexpectedly and leaves the gun with an open bolt (gets back in position after firing, but still looks ugly). After testing some more I realized that all lever-action rifles behave the same, all playing the same animation after finishing the reload (cocking the lever) and all play the same generic sound effect (instead of their own reload sounds that play in 1st person). I thought maybe this has to do with the Attack animation (all lever actions use Attack5) but my weapon being a bolt-action uses Attack3. I thought maybe that's an issue with all weapons in 2HR category but the Hunting Shotgun plays a different animation after finishing reloading (pumping the shotgun) so that's not the problem. My question is, if anyone could help me figure out: What's the generic lever-action rifle cocking animation? I couldn't find any trace of it in the 2hr animations. It must be a separate animation since it plays for different reload types (Brush Gun/Cowboy Repeater/LASG) and how can I replace it for my reload type/ Attack3 to send back the bolt of the rifle? Or make the animations be able to finish itself (similar to how the Hunting Shotgun animation works correctly, though I'm not sure how if it finishes the animation or has a different separate pumping animation)
  8. OK so I just checked the animations for ReloadW and I can say for certain the problem is with Asurah's animation. The first person animation is reused for the 3rd person one, due to an oversight on the creator's part. The .kf files are virtually the same, even the Camera1st node is still present, that has no use in 3rd person animations. You could try checking other animations to see if they reuse the 1st person animation, maybe your files got mixed up or overwritten.
  9. I have the same bug, but only for the 2handreloadW, or the K98 style one bullet at a time reload, only in 3rd person. Rest of the animations seem to work fine. Not sure what's causing it.
  10. Except for making it the 2handhandle type (those seem to disappear when holstered).
  11. I remember seeing it once in the screenshots for some mod, possibly an armor mod, but I forgot to download it. It was just a static wearable rifle, with a nice sling. If anyone could help me remember it, or link the mod, thank you very much!
  12. I'm trying to rebalance melee weapons for my game and I have many mods installed, can't tell which one of them might be altering Melee Damage calculation. In my current game, at 5 STR, melee damage is about 50% higher than the GECK value, and even at 1 STR it's still slightly higher than the base value.
  13. Thanks it seems I left my blender options the same after I did some armor or whatever, reset them to Defaults and all works fine now.
  14. Thanks for the reply. I checked the shader flags on my bullet and a vanilla one and Environment_Mapping flag seems to be missing from my bullet, being replaced by Skinned. How can I alter those? Is there some blender export fix?
  15. Hello, I'm looking to expand some of the ammo in CaliberX by adding them custom projectiles and new ammo types but I just can't seem to get the new projectiles to work fine in game. I imported the original .nif in Blender, edited everything, made sure it's parented to one of the bullet collision meshes. Renders perfectly in nifskope, the projectile is under the corresponding block. Created the projectile using the same settings in GECK as the original projectile except the path to the different model, and I also altered the speed so I can see the bullet travelling in VATS, but there's no projectile.. All I'm seeing is blank air instead of the bullet I made. Anything I missed?
  16. I'm not sure what I could delete.. the .esp just contains the weapon form, repair form list, static and sound forms, a leveled list quest and script and leveled items.
  17. No conflicts for any of the unremovable .esp's.
  18. I had the patch .esp opened and all its according masters. I opened them all just to check but it's the same result. Nothing being overwritten from the .esps that can't be removed as masters.
  19. Obviously, but as I've said it was only adjusting weapons. The only things that I overwrote were weapon forms and leveled items forms to swap ammo types. For those I checked the GECK use info and didn't see any forms from the patch. There must be something left over. Have you opened them up in FNVEdit, and checked each record? if BOTH ESPs open in the Right hand window, then there's your reference Yeaa umm.. I know all that. There's nothing visibly overwritten. Here: Records are all white for all the 3 .esps that refuse to disappear.
  20. Obviously, but as I've said it was only adjusting weapons. The only things that I overwrote were weapon forms and leveled items forms to swap ammo types. For those I checked the GECK use info and didn't see any forms from the patch.
  21. Hello, I used a patch to modify some weapons mods from a separate .esp. I replaced them with the patch values in the original .esp since I want to merge them to save plugin space. Removed the identical to master records from the patch and cleaned masters, worked out for most of them, but a few .esps just won't let themselves be removed from the patch .esp, despite not having any form overrides and not being referenced in any patch script. Any ideas what to do to fix this?
  22. There's an option to for Agility to scale movement speed for NPCs and the player in my Tweaks engine plugin. Thanks! Your tweaks mod is really great. Slept on it sorry lol
  23. Y Yes I always had it installed. I was just wondering about how to balance power armor to be more taxing on movement speed, for NPC's specifically. Erm, it's Powered Armor, why would it be harder to move around in? The whole idea behind it is to increase mobility, and protection..... The T-51b perhaps. I aim to make the T-45d more of a tank suit. It's powered because it's weight is too encumbering to be worn like normal armor.
  24. Yes I always had it installed. I was just wondering about how to balance power armor to be more taxing on movement speed, for NPC's specifically.
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