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Corejob

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Everything posted by Corejob

  1. Need some help. I am working on a burst fire addition to my select fire script. My idea is to read the weapon rate of fire, and have the option for a 4 digit rate of fire in the form CBAA where AA is the real rate of fire. B is either 0 or 1 indication whether the weapon supports semi and burst or semi, burst and auto (burst fire is implied with a retrieved ROF of >99) and c represent the number of round per burst. Thus, if someone calls my SelectFire script and the given weapon has an ROF of 4012, the weapon has the burst option, the rate of fire is 12, the weapon supports semi and burst, and it fires 4 rounds per burst. The question is does the scripting feature support typical math operators like INT so break the for digit value into their respective settings; e.g. if ROF is > 99 weapon is burst set RoundsInBurst to INT(ROF/1000) set ThreeMode to INT((ROF - (RoundsInBurst * 100))/100) set RealROF to ROF - (RundsInBurst*1000) - (ThreeMode*100) else weapon is semi and auto Thoughts?
  2. Just posted a quick and dirty script (uses NVSE) that adds select fire to any semi or auto rifle/shotgun. Looking for testing and or comments. This is a first pass and the script will eventually include detectors for weapon type and react accordingly. Select fire pistol anyone? see: http://www.newvegasnexus.com/downloads/file.php?id=39916 Thanks
  3. Did you get an answer? You need GECK powerup NVSE
  4. I did a quick modded reticle by using an reticle dd files and using a cracked image i found online and converting it to a transparency. I pasted it over the reticle image and this is the result. done in less than 5 minutes. I am sure you could find a better crack to work with. I didn't bother to invert the color. Just a proof of concept. http://cordite.com/fnv/pso-cracked.jpg
  5. When I do custom reticles, I just modify and existing on like mildot. Take a look at the nif file and the textures. Or drop me an email and I will see what I can do. todg at cordite.com
  6. Help. I've managed to mess up my magazine reload animation. The weapon looks fine until I reload, and then the new magazine is paced too high on the z axis. See photos. Any help or suggestions appreciated. Using ##SRClip http://cordite.com/fnv/mag1.jpg http://cordite.com/fnv/mag2.jpg
  7. Thanks. Unfortunately, there is no similar weapon. I am doing a Benelli M4, which is a semi-automatic shotgun with tube feed. The only semi shotgun is the Riot Gun, which has a mag feed animation. The hunting shotgun has the correct reload (ReloadY) but won't work for some reason.
  8. Is there a list of the FNV reload animation somewhere? I prefer to not have to test every animation to find the right one - looking for a reload for a tube fed semi-auto shotgun. Thanks.
  9. Baduk, thanks!! When I pasted in the branch I was not adding it to the bsfadenode root. Problem solved.
  10. You can just change the firemod using NVSE without changing weapons. just use setweaponisautomatic and set the value as 0 or 1
  11. Did you try deleting the GECK ini and restarting?
  12. Noob question: I am having a problem getting some mods I made to a weapon nif show up in game. I copy/pasted a branch from another nif into the current one. Everything displays fine in Nifskope, but the add on is not showing up in GECK for FNV. Any ideas?
  13. IIRC, scope movement is a function of gun skill. The higher the scope the less movement. Look at the relevant skill for the weapon in question.
  14. Caliber is missing a lot of fairly common rounds, but the emphasis seems to be on military, rather than civilian calibers (with the exception of pistol ammo).
  15. In FOMM go to 'tools/Archive Invalidation'. Deactivate, then reactivate.
  16. I am updating a weapon nif file and after i mod the nif file, the gun shot sound no longer works in game. I have recreated the item in GECK and repointed to the sound file and it plays in GECK, but not in game. Did I do something in Nifscope. Help.
  17. Can someone please let me know how the 'increase zoom' function in GECK relates to scope magnifcation. I am am working on a mod for a 1x, 4x 9x and 16x scope. However, the confusion comes from the fact that higher increase zoom values seem to map to lower scope magnification. Except a scope with a 'increase zoom' value of 13 has more magnification than on with a value of 9. The info on the GECK site is limited to "Increase Zoom: Value #1 is a flat value subtracted from the weapon's zoom line of sight. (?) "
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