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gnrbrown

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  1. Alright, thanks. The Mossberg 590 is currently using the Hunting Shotgun animations, though Hitman is working on altering them to better fit it. I haven't put the Mossberg in enemies' hands yet, but I'll keep an eye out for that issue. I had this same issue when I was creating a replacer for the laser weapons. I was using more assault rifle animations for them than the long rifle vanilla ones but somehow in 3rd person it like tried to mix the two I think. It left the player holding the pistol grip but the barrel went right through the forward hand and pointed at the ground when firing. I never figured it out because it just went away. I left that problem for later and if I had to guess my load order and merged patch cleaned it up. but you guys are probably testing the build on own. I guess Im just saying if you figure it out I'll keep an eye out for your post.
  2. Do you have a WIP build for testing? I wouldnt mind checking it out, see if I can lend a hand.
  3. Hey, like it sounds I would like to see the fire rate of the Avenger increased to like 950 like the hurricane, but the damage reduced to compensate. Mag size would have to be adjusted as well. I guess I just love the way the avenger looks and how classic it is to the ME universe but feel its so mediocre. I tried to do it myself but cant seem to find the data Im looking for in the Hex editor. Even using that excel sheet table. Anyone that can toss this out for me?
  4. Is there a resource or txt or pdf for this process? Or what has to be present in the block list for Fallout 4 to use it? I have made a bunch of custom .nifs for fallout 4 with the nif tools, but they just crash my game. There has to be a step in nifskope Im missing. A node or something thats being refrenced and doesnt exist. I even just tried to test my pipeline by exporting a sphere to .nif and copying my block list to vanilla clutter .nif (tin can I think) and its still crashing. Im working on bringing over ArmA community assets into Fallout and the missing link is just exporting to .nif
  5. Yeah my first assumption was the projectile node so believe me when I say I've troubleshot that to death. I did create a fix by just taking another sniper rifle nif and importing all the geometry from this rifle and removing the other essentially using the new rifles havoc/collision/projectile settings with the geometry of my existing rifle. This has worked with no issues, but doesnt tell me what the problem was.
  6. So my weapon if firing bullets straight up at the ceiling from the projectile node. I know its a Nif issue as I can just assign the weapon nif to a vanilla weapon and get the same result. Not sure what property in the Nif is doing this. Here is 'my' mod: http://www.newvegasnexus.com/downloads/file.php?id=38678 The original author described the same issue, so its been there the whole time. Not sure whats causing it. If I had to guess its something to do with the Havoc properties, but as Ive never built a Nif from the ground up, toying with the Havoc mesh and collision properties is a big learning experience. Anyone who could point me in the right direction would help me out huge.
  7. Does anyone know where the script is that tells the Companions to holster their weapon out of combat. Id really love to turn that off.
  8. I can do that sure, but this is what happens Which would mean I would have to move it for the difference and hit apply again and be back in the same boat.
  9. Yeah, Ive accepted my translations and rotations many times. It did manage to make a difference in its appearance ingame, but check this out now: you can see on the right how the goggles are positioned in NifSkope. This was the first time Ive seen my changes updated in GECK with the game engine and you can see how offset the goggles are there compared to nifskope. And even since, using the same steps as I did previously, my changes are not making a difference in GECK. Just to be on the same page. I right click the block list node for the goggles transform>edit. change the values in the transform window to my liking and click accept at the bottom of the window. file>save. check GECK and there is no change. If you are suggesting that I need to use rclick>transform>apply, then that causes more issues than it solves as it resets the node to 0,0,0 while the geometry remains at its current location.
  10. Why is it that when I try to make edits to headgear (ie rotate the goggles higher on the head, resize a ballcap) the changes are made and saved in nifskope, But when viewed in GECK or ingame it looks like the changes never took place. what step am I missing.
  11. Does no one know why this is happening? I'm really stumped on this as I am not sure what dictates how the rifle is held
  12. I had that issue so I rolled back to the previous version with no issues
  13. Im adding ironsights to the LR300 mod and there is a rotation on the weapon somewhere that cants it right when held. It returns upright when firing but then goes back to canted when idle. Im not sure which node controls this though. Ive gone down the block list on the weapon and nothing has a rotation value thats not 0, 90, or 180. If anyone knows which node controls the way the character holds the weapon it would help me out a LOT.
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