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KiCHo666

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Everything posted by KiCHo666

  1. Adding bones to skeletons is possible to act as new body part, but there's couple of problems, - you also need to add body part partition to the mesh as well. Meaning, EVERY armor nif armor should be modified to include extra body part. Otherwise you'll always have 0% chance to hit in VATS. - There's is a hardcoded amount of conditions in game. Head, brain, left and right arm, left and right leg and torso. That's it. Without some clever scripting, there's no way to add new stuff that will act as conditions.
  2. That's because that particular animation doesn't have rotating animation. Barrel rotation is tied to the attack animation.
  3. Not gonna lie, it's not easy. For import/export, look at this: http://niftools.sourceforge.net/wiki/Blender/Quick_Start As for actually using Blender, you should take some time and find some tutorials. I recommend using newest Blender for editing and old one for import/export. I don't use 3DsMax, so can't help you there.
  4. You'll need to import a nif into Blender or 3DSMax and edit it there. This is for Blender: http://niftools.sourceforge.net/wiki/Blender
  5. Problem is, Kill Impulse will cancel out momentum, so it's one or the other.
  6. Yeah, I played it. Loved it. Well, that and the weapon "Kill Impulse" lauches enemies backward in very artificial way, so I got rid of that as well.
  7. Yes, the mod works, but not in single frame like I wanted. This is more of a workaround. It's my mod and I made the video. He told me that in PM, not here. :smile:
  8. Sorry for not checking this. I was trying something else. Here's a video of working version: Point of mod is to add momentum to actors after they die. You can see how after I kill someone, their body continues to go in a way they were heading (sometimes exaggerated when in slow motion). That doesn't happen in vanilla game. However, I use Callback delay to achive that. So it creates a gap between pusher and actor. What you wrote here is similar to what EPDGaffney proposed, so I'll need to check that out. Thanks! :)
  9. It seems that MoveTo, SetPos simply won't work in 1 frame situations like UDFs. Even after I used PlaceAtMe to spawn an object a minute before having to move that spawned object next to a target, it simply would not work.
  10. Hm, but MoveToNode moves the spawned object correctly. Count integer didn't make any difference. I tried different types...static, activator and misc item. But isn't that the same thing I did earlier? For testing purposes, I spawned object on player's position when game was loaded and then I called MoveTo when I shot actor to move already spawned rPusher to rTarget position. That didn't work.
  11. I'll pack the mod into a zip and send it to your PM if you don't mind.
  12. You have to add boot vertices to vertex groups. BP_LEFTLEG and BP_RIGHTLEG for left and right leg.
  13. Hello! This is my code. It's a function that gets triggered by OnHit event: The problem I have is that SetPos doesn't actually move rPusher reference to the location I specified. It stays on the location where MoveToNode has moved it and I tested it in the game with Print function. 1st line shows the position of rPusher after it has been moved to a node on rTarget, 2nd line shows the current velocity values of a target, 3rd line should print updated values (velocity values were used as offset), but as you can see, they are exactly the same as the 1st line. Things I tried: - Using MoveTo - Doesn't work - Spawning rPusher earlier and THEN using MoveTo when function is triggered - Doesn't work - Using vanilla compailer (non-NVSE compiler override) and using "Set To" instead of "Let" - Doesn't work - Calling Update3D after setting new position - Doesn't work In my earlier attempts I got the desired effect (with tricks), but with using Callback function with 5 frame delay so it created an offset between target and pusher, but later on I discovered that had many issues because of a way I did it. It NEEDS to be all done in a single frame in order to avoid side effects. I'm at my wits end, so if anyone knows how to make SetPos/MoveTo work, that'll be great! Thanks in advance!
  14. I've downloaded the latest Fork version of FOMM here and it works. I'm on WIn 7, though.
  15. But wouldn't Xpadder mess up UI prompts and Pipboy/menu navigation?
  16. Hello! I decided to buy an Xbox controller to try out gaming with it after decade of just using mouse and keyboard (heresy, I know). Tried it with NV and while movement (running/walking) with left joystick is smooth aiming with right joystick is god awful. Found out that dead zone for aiming is way too big. I have to move joystick in one direction quite a bit until camera actually starts moving in game and when it does, it's too fast for fine aiming. I tried to reduce sensitivity in menu, but then it takes ages for camera to turn around. Is there a way to make camera react to joystick movement sooner, that is, to make dead zone smaller? I looked through ini file but found nothing that affect aiming.
  17. For the first picture, that's caused by bad tangents on that particular mesh. Basically, they are oriented badly and causes light to react badly. Find where that mesh is located, put this mod in that folder and run the exe. It should fix it.
  18. I'd like that multiple currencies were used. For example, you need to use paper money to buy things in NCR controlled areas, Denarius in Legion controlled areas and caps in neutral areas.
  19. Check if nif has vertex colors. You can find it in NiTriStripsData.
  20. One handed weapons don't have any movement penalty.
  21. You need to change the Impact Data Set for weapon. You can see which data set weapon uses under Art tab in weapon form.
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