Jump to content

How to change 1st person weapon angles ?


svartberg

Recommended Posts

Hi, I've been troubled with how the laser rifle/pistol look bad in 1st person view, the butt was in your face and was the main thing visibile !

The models are actually good and if they were laid out like the small guns they would look fine. (see image below)

 

What would I need to edit, in order to change the base angle the rifle is shown ?

 

I tried playing with the niftools - I imported the skeleton.nif and rifle attack animation .kf, and tried exporting a new .nif but that file seemed invalid. (I also tried kf updater, which didn't seemed to work)

 

Here are pictures that show what I'm trying to do Thanks !

 

http://img25.imageshack.us/img25/5980/laserrifle.jpg

Link to comment
Share on other sites

2 ways you could do this, one of which would be screwed up though.

 

method #1: modify the laser rifle nif file and offset the model (rotate it) This will screw up the animations and cause 3rd person view in game to have the laser rifle pointed kinda sideways

 

method #2: modify the camera nif file for 1st person perspective. This will likely screw up all the other camera angles for 1st person, though not sure. *shrugs8

Link to comment
Share on other sites

thanks Skree000, ye I thought of doing both of those - but like you said, it will probably break more things that I want.

Edit: I just noticed that grips and the weapon angle are different things - I'm still not sure which animation controls the angle of the gun as I only see a rifle one. (2hr*.kif)

Link to comment
Share on other sites

Great, I'm making some progress.

I've looked at Kenkuro's Ironsight mod, and he was kind enough to post an image how he changed the 1st person weapon angles for hismod.

 

I've edited the file 2hraim.ks (i.e. 2 handed rifle aim) in NifSkope, and got the laser rifle just like I wanted in game.

Now the problem is all the other rifles (shotguns, hunting rifle, etc) use the same .ks file, so they're screwed up - now what I need is to specify the laser rifle to use a different ks for aim I guess, but how would I do that ?

 

http://img4.imageshack.us/img4/9376/laserrifle02.jpg

Link to comment
Share on other sites

This might be of interest to you:

 

 

this is a quote from the geck wiki on weapon data:

 

(Art and Sound tab)

Animation Type: Determines which animations the weapon can use. For more details on how this value can be used in scripts, see GetWeaponAnimType.

 

http://geck.bethsoft.com/index.php/GetWeaponAnimType

Link to comment
Share on other sites

see if you can create a new .ks file 'form' in geck. does the ks file have any properties?

 

Well KS files aren't really accessible through geck, nor do their forms, I had to use FO3Edit for that.

 

I was actually able to follow Veli's method of replacing reload animations to an extent, but for the aim animation.

http://www.bethsoft.com/bgsforums/index.php?showtopic=938165

 

So I basically made it load the aim instead, so far it glitches like hell and can't really reload from it without waiting like a minute. (maybe it's stuck in a loop)

Still nice to see it's actually displaying, but I haven't heard of anyone successfully doing this with this method yet.

Link to comment
Share on other sites

so let me get this straight. in the same way the ironsight mod moves the 'aim' camera, your intention is to move the camera specifically only for that one weapon, since the 1st person view looks like crap, but when you do (and succeed) that, it affects all the other weapon aim cams?

 

Just wanting to make sure w/o having to do testing on my own... maybe we can brainstorm a solution...

Link to comment
Share on other sites

so let me get this straight. in the same way the ironsight mod moves the 'aim' camera, your intention is to move the camera specifically only for that one weapon, since the 1st person view looks like crap, but when you do (and succeed) that, it affects all the other weapon aim cams?

 

Just wanting to make sure w/o having to do testing on my own... maybe we can brainstorm a solution...

 

Yap, from what I hear that cannot be changed.

I also tried tweaking attack4is.kf as someone suggested in another forum, but that had similiar problems of effecting other weapons.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...