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TurelAzure

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  1. Hrm, well I now see the element of the impassible barrier. Shoot. Has anyone tried talking to Bethesda for installing support into GECK to allow additional animations? I guess I'm more used to tools like the UT3 toolkit that just don't have the same kind of limitations. I mean, I see that since they are relying on the .kf animation type, but I guess I don't get how no new animations can be added. You can create an entirely new monster, yes? There were some geckos made for FO3 before, but were they using the Deathclaw animations? If that's the case, are there any --already existing-- animations that could be used for the idea of the 'alternate' attack? Maybe actually do something like Deadly Reflex in terms of the manipulated idle animations too, but well, firing a gun is not nearly as hard. The only constant animation I see changing possibly is the holding a single firearm animation, where the character would be using just one arm at all times. Thoughts?
  2. First off, thank you SO much for this extremely informative post! More than I could ask for, seriously. So, in response, I have a few questions since I'm looking for solutions: If no second projectile node is allowed, what about moving a single one? As in, you alternate the fire: animate it so it switches spots between two guns. I realize at this point, though, it's pretty much just an aesthetic thing, with less substance, which is why I am more interested in the secondary attack. As for it not being supported, I simply have to wonder then how the Oblivion mod Deadly Reflex got made, which has, like, 6 additional attacks, a new animation for each, and a new button for each. I realize the project is dead, but it still had most of the functions in it's initial 5 versions, and even toted mounted combat for the sixth. I think the project died only because it was a single person. What I'm proposing is much smaller than Deadly Reflex, and even if there are some issues with how Deadly Reflex was implemented, it still points out that new animations can work.
  3. So, I realize that this was deemed impossible due to limitations on the actual engine itself allowing multiple types of weapons at the same time (or what I read) but I am wondering of possible solutions on the engine. Now, I realize all these solutions are animation intensive, but I will also say that I have animation/modelling/texturing experience (and degrees). I also have all of the tools for such an endeavor. First off, since this is based on Oblivion, the idea for two attacks already exists, as weapons can have multiple effects: can one of these be a second shot/attack? How much of this was removed for Fallout? I see the potential for special dual-wield guns that simply have an enchant effect akin to a second shot and an animation to make the appearance of dual wielding. Next, in a proposal for another solution for this issue: A separate button for an offhand attack that is effectively a very quick weapon swap that uses the secondary weapon. normally or in VATS. Think something like the old grenade button mod, but faster (if possible). This means you would have 'off-hand' new weapons, but it has the potential to be functional. Once again, this would require a bit of animation for each of the offhand weapon type, but that's only a couple of weeks worth of it. This is my favorite idea, personally. Also because it would allow for something like an alternate fire mode for most weapons. And lastly, but the most complicated if the above do not work: basically, you make an invisible follower with no dialog that's very small, and sits at the same center point of your character that fires a weapon when your character does. Honestly, this seems more complicated than the above, so I'm hoping something like this is not required. But it was a thought regardless, and may have other uses for something. I am willing to do the animation work for any of this, but I need people to either help me with scripting once FOSE comes out, or tell me how I'm way off and this is indeed not possible. But I do ask that the posts are honest FEEDBACK or talks for getting it going. Trolls be trollin elsewhere, I hope.
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