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crysisguy

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Everything posted by crysisguy

  1. After looking through the minutemen's radiant quests in CK, it seems like in those radiant quest it forces player to accept the quest by those 2 quest stages: "Player has accepted the quest" (Preston!!! :mad: :mad: :mad: )"Radio gives initial objective"Just out of curiosity, would it be possible to change the quest stage from "Player has accepted the quest" to "Player didn't take initial" so that player has to manually accept the quest instead the quest being forced upon? or additional scripting is required? thanks in advance.
  2. Hi all, I'm kinda a Nifskope noob here. I'm just wondering what I need to do to achieve the following: At the moment I have a child node (BSTrishape) that seems to always have a fixed Y offset relative to the parent node (scene root), as shown in the following screenshot. If I want to move the child node to the position of parent node (hence removing the mentioned Y offset) without specifying the translation, is there any way to do that? or I have to use Blender to do so? Thanks in advance. http://i.imgur.com/MmL76vQ.png
  3. Sorry to side-track the animation topic a bit. Regarding "zeroing" the iron sight, you can somewhat do so by adding the fZoomDataOffsetX, fZoomDataOffsetY, fZoomDataOffsetZ keywords to the scope/iron sight add on of the weapon (or receiver if the iron sight is part of the receiver) and adjusting their values to make the iron sight line up when the player aims down the sight in first person mode. Personally, I think IF there's exist tools or capabilities that allows modders to change existing 3rd person right hand pose from straight rifle grip holding pose (i.e. like the one used in combat rifle, combat shotgun, and radium rifle etc) to pistol grip holding pose (i.e. like the one used in submachine gun, in-game assault rifle), that would resolve a lot of headaches. For example, the radium rifle animation could be a somewhat viable animation of pistol grip rifle type weapon mods if it has a pistol grip pose instead of a straight rifle grip pose. :sad: Sadly, I guess until there are tools that allow modder to edit character skeletons (or future DLC contains AK or AR15 like weapon platforms), we just have to make do with existing animations. (The following screenshots show cases M4 rifle from Modern Firearm mod with pip gun animation. Although screenshot-wise it's somewhat serviceable, you can see the way the character holding the M4's pistol grip is still a bit off. Plus, the reload animation just don't match) http://i.imgur.com/Z9RfhcN.jpghttp://i.imgur.com/ptCL3b6.jpg
  4. At the moment I have a custom weapon mod that uses the pip gun's animations. The following is a list of animation keywords I used for this custom weapon: AnimsReceiverHandmadePipeSAAnimsRecieverHandmadePipeAnimsLargeMagAnimsGripRifleStraightAfter adjusting weapon and its magazine's XYZ positions with Nifskope and things appears to be working. However, the following problems shows up when I hit the reload button: Magazine doesn't move when reloading in 3rd personReloading in 1st person seems have collision issue (During cocking the weapon handle animation, the magazine mesh seems to "fly" to some arbitrary position before the cocking the weapon handle animation finishes)I'm just wondering: am I missing any animation keywords for pipe weapon reloading? or is there any additional Connecting point I need to configure in Nifskope? Thanks in advance.
  5. Maybe this might help: Open up the weapon's nif file in Nifskope. In NiNode tree, go to the weapon mesh's NiNode and adjust the translation (XYZ position in game).
  6. Ok, does that mean in Nifskope, I will have to edit the the weapon's receiver's NiNodes and manually change each NiNode's translation (x,y,z positions) to match the ones in Radium rifle? (I have to admit, I'm still quite a noob at Nifskope and I'm learning it as I go...) http://i.imgur.com/GKFryqy.png
  7. Hi all, I'm a newb when it comes to modding and I'm currently messing around with Creation Kit. Using the assets from Modern Firearm, I duplicated the AR-15 assault rifle weapon entry and created a new stand alone weapon. I changed the weapon animation by removing the submachine gun animation keyword (animsSubmachinegun) and then add the radium rifle animation (animsGammaRifle) keyword. However, it didn't work out too well. Player character is using the radium rifle animation, but the weapon's position still seems to be the submachine gun's position. (as shown in the following screenshots). I'm wondering is there any way I can somehow change the weapon's position from submachine gun to radium rifle? (i.e. adding additional keywords? Nifskope editing? animation group edit?) Thanks in advance. http://i.imgur.com/FG3uOkh.jpghttp://i.imgur.com/v2LLi5p.jpg
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