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Machiavegli

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Everything posted by Machiavegli

  1. I'm making a .357 SMG mod for F:NV and I'm using an SMG model made by ZB 245 from his "Eternal Silence" pack, which he put out as a resource when his Real Life intervened. The problem is, it does not have a proper forward handgrip animation. The "DEFAULT" animation puts the firer's hand around the barrel with a finger just above the barrel opening. Other handgrips (e.g., #6), come closer to the guns' bottom forward handle but nevertheless grasp air. Is there some way to move the hand grip over a bit and around the forward handle? I thought I read something about this in a modding thread, but now I can't find it. EDIT: Never mind; now FNV GK won't even change hand grips at all; I get the default handgrip no matter which one I choose.
  2. Is there a mod out there which allows players to make specialty ammo? For instance, I really need 5.56 AP, but there's only small quantities available at high prices. If not, I guess I need to do it myself. Any suggestions on where to find a guide on hiw to do this particular type of mod?
  3. In response to post #24579484. #24579559, #24579659, #24579729, #24579749, #24579769, #24579849, #24579884, #24579969, #24580074, #24580224, #24580304, #24580369, #24580559, #24580584, #24580719, #24580799, #24580824, #24580859, #24581004, #24581039 are all replies on the same post. You were just too early. The criticism is coming so hard and fast that they''ll probably just shut down the forums, or they'd to have ban hundreds of people and keep doing it daily. (Oh please ban me, Valve, please!)
  4. I thought I read somewhere that there is a mod which allows you to purchse the items displayed in a store. I have not been able to find it though. Can anyone direct me it to it? Thanks.
  5. I am trying without success to add the nuka-grenade effect to the Miss Launcher. The only unique aspect of the nuka-grenade vs. a frag grenade is the crit effect, "FlamerCritEffect2." I added this crit effect to the Miss Launcher, as well as raising the Miss Launcher's crit % multiplier to 1.0000 like the nuka-grenade's. I changed the Miss Launcher's "On Hit" characteristic from "Normal Formula Behavior" to "Explode Only," and its Impact Data Set in Art and Sound to "GrenadePhysicalImpactHack," just like the nuka-grenade, but I still can't get the Miss Launcher round to explode in a cloud of flame while setting everyone on fire like the nuka-grenade does. (It does set aflame bodies that have been blown apart, but only after the explosion.) What am I missing here?
  6. I'd like to try to make a small change or two to a couple of mods which are scripted, at least one with FOSE. Is it possible to do this? For example, in one mod I'd like to add nightvision to a power helmet that was missed by the author. On the other, I'd like to add some more song capacity to a custom playlist program. Is it possible to mess around with scripted mods like I can with non-scripted mods?
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