L0bban Posted February 13, 2009 Share Posted February 13, 2009 Dr_meat has made a scopeless replacer of the magnum (http://www.fallout3nexus.com/downloads/file.php?id=746) using the ingame "44MagnumRevolverNoScope.NIF" that the mysterious stranger uses.This is done in a few other mods I've seen to, but they all have the same problem: When zooming the 2hands hold animation doesn't show up, it just zooms (but it shows if you .additem the mysterioustranger .44 and test it!), and when you stop firing with zoom the gun "pops" back/"teleports" from a high position to the start position (this also is not an issue with the mysterious stranger .44!) Anyone who know what the problem is? By editing the weapon data I can't fix it, and both weapons (mysterious stranger .44 and the other scopless ones from the mods) uses the same .nif. How to use the correct animation that right now only can be obtained through adding the mysterious stranger .44 to the game? Link to comment Share on other sites More sharing options...
SangRahl Posted February 13, 2009 Share Posted February 13, 2009 Not totaly sure... but verify that '[ ] Don't Use 1st Person IS Animations' is unchecked. That's the only thing I can think of... Link to comment Share on other sites More sharing options...
L0bban Posted February 14, 2009 Author Share Posted February 14, 2009 Thanks for the tip, missed that. BUT, now it gets even more interesting actually. When I uncheck the box, the GECK automatically rechecks it when I choose OK and close the window. After some testing I've come to the following conclusions: 1. Scoped weapons (sniperrifle, blackhawk, original magnum) rechecks the box if you try to change it. If i change it on the nonscoped weapons (sawed-off for example) that have this box checked it stays that way.2. Your answer IS the solution to the problem. If I check the box for the mysterious stranger .44 and tries it out, the animation is the same as with the other scopeless .44's; wrong that is. Unchecked the animation is correct as stated earlier. So, what to do now? Is this a BUG in GECK or is it supposed to be like this, for example preventing to uncheck a box that maybe in unedited .nif's would cause loss of animation or other errors? It's so annoying, bcz I'm so close to get this done right... =0) Two follow up questions would be: 1. Is there an easy way to use the programming for the mysterious stranger weapon for the general scoped .44 so it then adds properly to the vendors as programmed in Vanilla. Bcz this problem maybe is buried deeper.2. The mysterious stranger .44 has one irritating trait if you somehow want to edit the gun easily. The "[x] Can't drop" box is checked and greyed out, which means you cant change it. Testing shows that I CAN drop the gun, but then I can't pick it up again, which should mean that the gun isn't obtainable from the world without somehow unchecking this box. Link to comment Share on other sites More sharing options...
SangRahl Posted February 14, 2009 Share Posted February 14, 2009 I believe "[x] Can't Drop" refers to the ability to loot the weapon from a corpse. The mob can not "drop" it. Other than that, I'm at a total loss... But I wish you luck. Link to comment Share on other sites More sharing options...
Rockatanskiy Posted February 14, 2009 Share Posted February 14, 2009 Is there a way to make the revolver's chamber spin? It always bothered me that the bullets would just stay perfectly still. Kinda defeats the whole purpose of calling it a "revolver...." Link to comment Share on other sites More sharing options...
L0bban Posted February 14, 2009 Author Share Posted February 14, 2009 @SanghRahl: I've kind of "solved" the problem. I was to sure that the 2 other modders whose .esps I checked (that have done same thing as I'm doing now) would've checked the easiest possibilities, so when I started this I started on a copy of an existing .esp that "unscoped" the .44. Showed however that "[x] Has scope" under art and sound was checked in both .esps. When I unchecked it the unchecking of '[ ] Don't Use 1st Person IS Animations' suddenly stayed and everything works now!Stupid of me to go on ranting here when I've overlooked the most basic adjustments... Well, hopefully I'll learn. Thanks for the help, kudos to you! @Mr Rockatansky: Thought about the same things myself, but I guess those kind of changes is all about advanced meshing and animation, but I could be wrong of course. Link to comment Share on other sites More sharing options...
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