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Nodes and embedded weapon


amokrun1

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Have you tried just putting an unarmed weapon in their inventory ? Because they have H2h in their animations . Albeit might need to adjust the mesh to fit them if they all only are made for humans.

 

But IDK really ... not my forte.

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To not show in inventory ... remove the "Playable" flag on the weapon base form , also flag it as "Can't drop"

So will want to duplicate the vanilla base form making your own unique ID ... so you can change that without changing all other instances in game.

Also you can then adjust damage and other things specific for your supermutant instance.

I guess also you want to check the embedded weapon , and select the Actor Value that will be damaged if the weapon is destroyed. either right or left attack .

 

Then one more thing if checking the embeded weapon does not make it so they cannot unequip .

Using "EquipItem 1" in a script will set the weapon as Unequipable .

Probably best and simply done with a script on the weapon , running an "OnUnequip" block .

https://geckwiki.com/index.php?title=EquipItem

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Well I don't think you need a node perse , since the human and supermutant skeleton equips weapons. And I think weapon nodes specifically are there to give a location and axis for launching projectiles ?

But then again I am a newbie with regard to modeling and animation. Which I think is what you will need to do to achieve what you are looking for ?

Because the geck is just for asset manipulation , where as you need to create a new asset ... so that would be with nifskope , blender and others.

 

Not sure but maybe this plugin will help https://www.nexusmods.com/newvegas/mods/71336

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I would need to use nifskope even with a vanilla asset? Hmm, might not be worth the hassle, I just wanted to fix a potential glitch in a mod. Maybe if I describe the issue. There is a mod I downloaded that buffs super mutant unarmed damage with an invisible dummy weapon(as apparently unarmed damage cannot be applied to a creature if no weapon is equipped). According to the posts, there is an instance in the Dead Money DLC when Dog transfers your items back to you and you receive the dummy weapon item, which shouldn't happen. The poster also goes on to mention the embedded flag missing from the dummy weapon, and upon inspection I found the node field. I cannot recall where Dog transfers back your items and I have no time these days to play through the DLC so testing this is difficult atm. I was just hoping to do something pre-emptive and reliable for when I do get around to doing the DLC.

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There is a mod I downloaded that buffs super mutant unarmed damage with an invisible dummy weapon(as apparently unarmed damage cannot be applied to a creature if no weapon is equipped).

 

post the mod please ... otherwise the basis of your request is hard to fathom.

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