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EARACHE42

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Posts posted by EARACHE42

  1. Book of Earache is highly modular as well. You can chose new weapons only, vanilla replacers, updated uniques only, replacers for AWOP M weapons. Player home and cosmetic updates are optional. Works fine with PNV and other major mods, WMK but not WMX.
  2. In photoshop, try setting the normal map plug-in to use alternate conversion:colorspace with a scale of 3.3 and the alpha field set to height. I also find that reducing the brightness a lot and increasing the contrast a bit before conversion helps with the specular data stored in the normal's alpha channel.
  3. FYI -BOEvegas is modular and can be used without the replacer. The vendor in the suite will sell you an XM-109.

     

    Alternatively, there is a Mo'Uniques.esp files that only replaces the unique weapons with truly unique weapons.

     

    If you hate the idea of downloading a huge file only to use 1/2 the content, many people use the replacer content to simply upgrade the M power weapons included in A World of Pain, leaving the vaniila weapons untouched.

  4. No problem. Great idea. Would you mind if I do something similar with my mod? I already use a Spas-12 riot gun that switches from semi-auto firing mode to pump when you chamber a low pressure load like a beanbag, so this would slot in nicely.

     

    Regarding your draft script, the first ElseIF is redundant and can be removed. Since shotgun barrels are not rifled, I don't think a tenfold decrease in spread is realistic. Lastly, as you must attach the script to each weapon in GECK, I don't see the advantage in using a generic algorithm rather than make a specific script for each shotty. That way you can fine tune the effect (more pronounced on the hunting shotgun than the sawed-off) and can get rid of the math and extra variables in favor of hard-coded values. You will also be able to wrap your logic in an " is weapon equipped" check which will limit execution to when you are holding the gun and reset to default values when you unequip.

  5. Just to confirm, when you need to relocate a moving part, NEVER adjust the NiNode. Always drill down and move the child TriStrips. And make sure the moving node (##) and the BSFadeNode use the exact names n the original skeleton.

     

    Bonus answer. You can Copy\paste branch for the ##SightingNode from an existing NV weapon. Just be sure to rename your pasted node correctly. There are two ##SightingNodes you can copy. The animated one will turn off the game crosshairs when you zoom.

     

    Did you ever get NIFskope to animate the new meshes? I lost animation on the SniperRifle a while back and none of the NV animations will play. I followed Throttlekitty's advice and updated to the latest beta, but no joy.

  6. Check out Lings Coiffure. It has all the available hairs integrated into one package. Plus a great selection of eyes and configurable eyelashes. Makes all races playable (including DLC races with patch).

     

    It incorporates all of Ashara's great presets, plus about 100 more.

     

    Lots of choices at the gene machine.

  7.  

    sakura357 - Just found this thread. Hope you don't mind me posting here. :rolleyes:

    I am not planning on rebuilding all the models in BOE for RH compatibility, but if swapping the firing animation makes the default weapons play nicer, I'd be happy to incorporate those changes. If you would like to share the results of your work with me, I'll modify the mod.

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