Clint1337wood Posted June 30, 2009 Share Posted June 30, 2009 This is a problem I have faced with a lot of my mods, and I just wanted to know as to HOW do you change the hand positioning of the character on the weapon. On the arts and sound panel, there is a section for it but all there is, is Default, and 3 other hand grips. Is there any tut or explanation as to how I can make my own hand grips, or change hand positioning? Thank you. Link to comment Share on other sites More sharing options...
Clint1337wood Posted July 1, 2009 Author Share Posted July 1, 2009 *bump* Link to comment Share on other sites More sharing options...
mechine Posted July 1, 2009 Share Posted July 1, 2009 Well if we could do that then we would all be downloading masterbateV1.0beta. I know I would, hahahaha Got me man, I asked a while back about creating a animation for a pistol where the slide didn't move as far as it does. The reply I got was that Fallout3 was hardcoded an I should write a hate letter to bethesda for it. I only mention this because nobody else may post to this. I mean there's umpa animations, so it suggests that this would be possible but you have to consider things like iron scope, first person, third person What kind of hand positions were you shooting for? I always though the one where the police in the movies hold a flash light with the left hand then the gun in the right hand, with the barrel resting on the top of the forearm. Real tactical you know. To tell the truth when I iron scope the vannila assault rifle it goes thru my charicters boob. But Idk seeing some boob action isn't all that bad. I'm not saying it can't be done, it might be different than guns, who knows. but yeah what kind of hand positions were you thinking of? Link to comment Share on other sites More sharing options...
Clint1337wood Posted July 1, 2009 Author Share Posted July 1, 2009 Well if we could do that then we would all be downloading masterbateV1.0beta. I know I would, hahahaha Got me man, I asked a while back about creating a animation for a pistol where the slide didn't move as far as it does. The reply I got was that Fallout3 was hardcoded an I should write a hate letter to bethesda for it. I only mention this because nobody else may post to this. I mean there's umpa animations, so it suggests that this would be possible but you have to consider things like iron scope, first person, third person What kind of hand positions were you shooting for? I always though the one where the police in the movies hold a flash light with the left hand then the gun in the right hand, with the barrel resting on the top of the forearm. Real tactical you know. To tell the truth when I iron scope the vannila assault rifle it goes thru my charicters boob. But Idk seeing some boob action isn't all that bad. I'm not saying it can't be done, it might be different than guns, who knows. but yeah what kind of hand positions were you thinking of? What I'm trying to do is move the hand towards the trigger and make the hand make a vertical squeeze around the grip on my mod. Link to comment Share on other sites More sharing options...
Clint1337wood Posted July 1, 2009 Author Share Posted July 1, 2009 *bump* Link to comment Share on other sites More sharing options...
Callighan Posted July 1, 2009 Share Posted July 1, 2009 Somebody's done it. It roughly goes like this:1. You make a new animation .kf file. Both a first person animation or grip and a third person animation.2. Rename those .kf files with the same names that the hardcoded animations/grip .kf files use. For instance, if the original one handed pistol grip is grip.kf, you rename your file as such. Theoretically, your new file should fool Fallout into thinking your animation or grip is the real deal. A caveat of this method would be that all NPC which uses the same animation type will use the new animation. There are already some attempts (some are even successful) to do this uploaded to fallout3nexus. You should find them in the animations section. Link to comment Share on other sites More sharing options...
Clint1337wood Posted July 1, 2009 Author Share Posted July 1, 2009 Somebody's done it. It roughly goes like this:1. You make a new animation .kf file. Both a first person animation or grip and a third person animation.2. Rename those .kf files with the same names that the hardcoded animations/grip .kf files use. For instance, if the original one handed pistol grip is grip.kf, you rename your file as such. Theoretically, your new file should fool Fallout into thinking your animation or grip is the real deal. A caveat of this method would be that all NPC which uses the same animation type will use the new animation. There are already some attempts (some are even successful) to do this uploaded to fallout3nexus. You should find them in the animations section. But there's nothing in there to point out that the hand would ever go there. It's just so confusing when it comes to it, I mean when it comes down to animation, all there is, is the bolt being pulled, the clip being reloaded, and the trigger going back, THAT'S IT. But alright I suppose I'll look into the grip.kf file and other such files, I'm just hoping I can figure this out. Link to comment Share on other sites More sharing options...
Clint1337wood Posted July 2, 2009 Author Share Posted July 2, 2009 *Bump* Link to comment Share on other sites More sharing options...
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