MBile Posted June 13, 2013 Share Posted June 13, 2013 Ok i confirm the ReloadQ works for revolver animation with 2hand automatic. right after my last post i went into nifscope and whipped up a weapon to test it out:http://i1136.photobucket.com/albums/n495/m_bile/ScreenShot602.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot603.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot593.jpg http://i1136.photobucket.com/albums/n495/m_bile/ScreenShot600.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot598.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot587.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot585.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot582.jpghttp://i1136.photobucket.com/albums/n495/m_bile/ScreenShot589.jpg It took longer to put into the esp then it did to make the rifle. As you can see the ReloadQ works apparently... So unless you have a mod with animations that replaces ReloadQ for 2hand animations it should be good to go. ...well.... thats all i have. hope that helps. Link to comment Share on other sites More sharing options...
devinpatterson Posted June 13, 2013 Share Posted June 13, 2013 That sir, is a thing of beauty, well done :thumbsup: 5.56 or 308? Either way love it. Let me know if you'd allow it to be used in other mods, I have some ideas....... Link to comment Share on other sites More sharing options...
MBile Posted June 13, 2013 Share Posted June 13, 2013 That sir, is a thing of beauty, well done :thumbsup: 5.56 or 308? Either way love it. Let me know if you'd allow it to be used in other mods, I have some ideas.......5.56 i think. yes I dont have any problems with that. I didnt think it looked that good. (I think it looks a bit sloppy since I did it in a short period of time, just to test it out to see if the animations worked.) I think it only looks good because of the weapon retextures Im running. plus I dont think it has the high res 1st person static texture set ingame. I'd have to clean it up and rig it properly before i gave it to you. I'm still a newbie on texturing =/. Link to comment Share on other sites More sharing options...
devinpatterson Posted June 13, 2013 Share Posted June 13, 2013 Mbile I'm curious about your process. I wanted to make some simple mesh edits to that gun (not related to a revolving rifle). But just importing it into blender and exporting it (no changes) messes up the speed loader. When the weapon is first drawn you can see the speedloader attached until it's fired the first time. & when it's reloaded the speedloader is at the characters left hand at the end of the reloading sequence. Do you use blender, is there an export/import settings I'm missing? Or do you use a different process? http://i1066.photobucket.com/albums/u404/devinlpatterson/thatGun_zps60d23975.jpg Link to comment Share on other sites More sharing options...
devinpatterson Posted June 13, 2013 Share Posted June 13, 2013 Interesting, it looks like there are fixes for the speed loader glitch on both FO3 & FONV nexus's. Guess I'll check into that when I have more time to burn. Any issues on your side? Link to comment Share on other sites More sharing options...
MBile Posted June 13, 2013 Share Posted June 13, 2013 (edited) Mbile I'm curious about your process. I wanted to make some simple mesh edits to that gun (not related to a revolving rifle). But just importing it into blender and exporting it (no changes) messes up the speed loader. When the weapon is first drawn you can see the speedloader attached until it's fired the first time. & when it's reloaded the speedloader is at the characters left hand at the end of the reloading sequence. Do you use blender, is there an export/import settings I'm missing? Or do you use a different process? http://i1066.photobucket.com/albums/u404/devinlpatterson/thatGun_zps60d23975.jpg that has to do with the animation nodes. blender almost always makes a mess of them when it exports it. certain nodes tell them game to do different things, ie make certain mesh hidden at certain points in the animation.the best solution ive found is to use an original model file in nifscope then replace existing nitristrips nodes where they were originally (adding new via copy branch and then delete the original nitristrips). You can open multiple nifscopes at once to make it easier. 60% of the time it works every time. oh one thing; when you bring it over you have to go back at edit the Txt name manually too otherwise it can sometimes be empty(even if it says something) and will cause game crashes. Edited June 13, 2013 by MBile Link to comment Share on other sites More sharing options...
DaemonGrin Posted June 13, 2013 Author Share Posted June 13, 2013 Oh man Mbile, I have to agree that is awesome wish I knew what to do lol. My problem is I am more of a visual learner. Would it be inappropriate to ask if you would make a mod with a couple variants?I'd like more of a western appearance, Like with a scope similar to La Longue's long tube and maybe a none silenced version and none scoped although all I would have to do is delete the scope branch in nif save as new model and edit the scoped rifle to no scope and save as "rifle name"noscope in geck, right? Thanks,Geoff PS - It would be for New Vegas if possible ^^ Link to comment Share on other sites More sharing options...
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