Jump to content

Jyggilag

Supporter
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About Jyggilag

Profile Fields

  • Country
    United States

Jyggilag's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. Has anyone found word from staff about the site being a bit broken?
  2. Has it gotten this slow in the recent past? Maybe it has something to do with the new changes that were in response to the data breach. Hopefully a news post is put up.
  3. Thank you for your time. Firstly, does anyone release normal nvse scripts in dll form? - I am under the impression dll releases are only for low level modifications, not scripting. - If not, can dll injection be leveraged to live test nvse scripts? I have not seen a high level api for using the functions easily. Happy holidays
  4. No worries. Feel free to delete the thread. Looking through the forum, GMAD seemed by far the place to ask technical questions, and seeing as it is a discussion, I thought the casual passerby in GMAD would realize iron sights + imgur link = FNV. For those that are interested, the first person animation stack is idle > aim_is > snap camera straight to sighting node on gun The bug arises because the non-"true sight" attack aniation is not finished playing when camera is snapped away from the guns sighting node. In my playthrough, I will be using the FOV Slider mod's zoom timing combined with true iron sights turned off to be more immersive.
  5. Ah, idle to aimis is very smooth. It is when the character transitions from aimis to the static true iron sight animation. Still working to make smoother. To be clear, this is an old issue. I have just wanted to look into modern scripting to see what source code could be written for new animations, etc.
  6. tldr; What animation is in between the ironsighted attack animation, and the idle animation? I am concerned about the animation bug where the gun gets stuck for a second before being put into the idle position. In other words, after *firing* the pistol, and releasing aim quickly, the gun stops for a second when lowered, then goes to idle. This happens with all guns in the vanilla game. https://imgur.com/a/aboOKpn This part in question is not part of the 1hpaim.kf , 1hpaimis.kf , 1hpattackright.kf , or 1hpattackright.kf animation. As you can see, the gun is still in the sighted orientaion but just lowered. This makes me think 2 animations are playing, the 1hattackrighis.kf (iron sighted fire) and whatever animation lowers the gun. **On a side note the same thing happens when just sighting in and then out again, but it is very hard to notice. Maybe the newer scripted animations could help.
  7. I think this will make me get premium, darn it! All they have to do is make the extra prompt be in a modal popup instead of a slow redirect to a new page. That would be much less annoying, and still get the job of selling more premium memberships done well enough.
  8. Thanks! I suspected as much but can't figure out how to copy a branch from one instance of nifskope to another. Any advice? Edit: Figured it out by copying and opening new file. Thanks for the help!
  9. When exporting an imported nif from 3dsmax some branches of the nif are lost. Say I test someones nif file by importing it into 3dsmax, change 1 vertice, and export. Many relevant branches are lost. Do modders who have successfully made custom weapons re-add this lost data or am I missing something in the settings. Thank you! Btw I have done this successfully in previous games and have done research. I assume fallout 4 being new might have some kinks. Image of difference: http://imgur.com/a/AQdHu
×
×
  • Create New...