PositronicSpleen Posted July 2, 2009 Share Posted July 2, 2009 I was messing around with the Semi-Automatic Fire Delay settings and the Animation Attack Multiplier, and I noticed something peculiar. When I ran the game, the trigger on my test gun (10mm) would still feel "sticky". I decide to try it inside in a corner and it works perfectly. But then I turn around, to see the whole room, and then it shoots weird again. Despite no apparent change in the framerate, I have to assume that's what's causing it. Does anyone know if this is really the source of the problem? If it is, does anyone know of a solution? I think it has to do with the animations, since automatic guns work 100% perfectly. Link to comment Share on other sites More sharing options...
mechine Posted July 4, 2009 Share Posted July 4, 2009 Well getting good Semi Auto fire is kind of hard anyway. Sometimes you can use the default which is 1.00 an 6 shots per second for the 10mm pistol an it seems realistic, but then sometimes it's way too slow. For the most part changing the attack ani from 1.00 to 3.00 speeds up the VATS animations making the weapon fire faster when VATS is activated. Like say the sniper rifle, it should be semi automaticUsing the attack ani multi like 3.00 or 6.00 is good and makes the VATS ani's look great like a movie You don't really free fire much with the sniper rifleso the 3.00 or 6.00 doesn't mess it up as much But then something you free fire a lot with an also VATS alot with You can kind of run into a bug, either the gun will work great with free fire, or great with VATS, Which is probably why using the default works well sometimes, because it's just kind of bugged. Depending on if the weapon mesh has all the stuff it needslike trigger, hammer, slide, ect . Then you can kind of shoot for around 30 shots per second to get a good feeling semi auto If it's missing a part though like the hammer, messing with the settings may cause a crash, or bug it, slow it down, an such Pretty much what I've found is that some guns don't react well to rasing the attack Ani past 1.0, some do though. So for some weapons I'll set the attack ani multi at whatever it needs to get over 30 shots per second, but then some of them at only 3.00 or so just enough to make VATS more dramatic Other weapons I'm not so interested in using them in VATSWhich is where FO3edit comes in.You're allowed to change only the attack shots per second valueAnd on those weapons I'll run a attack ani multi of 1.00 with a attack shots per second at like 30 which usually yeilds realistic semi auto Also something rather important is semi auto max an min delay at the bottom of the weapon in GECK, usually 1.0 and 0.1This is the delayed trigger or squishy triggerit will update to zero, but you have to set it to zero then close the weapon stats, and open them again to see it applyed to the DPS. Also once you enter bullet time these 30 shots per second guns come alive and shoot way too fast almost like full auto, idk it's a trade off Link to comment Share on other sites More sharing options...
PositronicSpleen Posted July 4, 2009 Author Share Posted July 4, 2009 Well it wasn't so much that I'm trying to make a serious mod with it (yet), but I'm trying to figure out why the semi-auto delay was different depending on my framerate (or some other rendering feature) and a way to correct it. But I didn't consider the effects on VATS, so thanks for bringing that up, I wouldn't have noticed it for hours (I don't use much VATS). Link to comment Share on other sites More sharing options...
mechine Posted July 5, 2009 Share Posted July 5, 2009 At the bottom of the weapon create screen in GECK there is something called Semi auto min an max delaywhich is the squishy trigger or worn triggerfor the most part I set them both to zero unless its a crappy gun, some of the guns have up to 3 seconds as max as a delayWhen you set it to zero you have to hit okay, and yes create new form then open it again to see the changes applyedNot all of it is current or even true but most of it is at this geck page http://geck.bethsoft.com/index.php/Weapons It can be really buggy, There's times when I'm clicking like a manic freak an it doesn't shoot at all, then the enemy has pwned me all over the place It's almost like each weapon is different and so you have to have different settings for it I mean you might have to have a semi auto rifle that needs a attack animation multi of like 26.000 LOLZ Just to get it to fire like a real gun with double taps Then a pistol might work great at 1.00, 6 shots per secondAnother pistol might need 1.00 and 30 shots per secondYet another might need 3.00 and 30 If you dont' have FO3edit, it's a rather useful program for semi auto anyway, pretty much weapon edits as well There are many uses for it, it comes in handy for making weapons though because it gives quick access to esp which you can edit Geck won't allow you to change non automatic fire rates, Semi Auto, pretty much all you can do with geck is turn up the attack ani, which has more to do with the VATS fire rate an also the recoil that the player gets sort of kicked back a bit A little trick for shotguns is to go to the projectiles in GECK, then open the shotgun projectile, change the nameto like shotgun projectile 731 or something then click the FX bullet wiz which is a sound, then click cancel making it have no sound, then you can add in 12 18 27 projectiles from a shotgun an not have that awful soundwhich is 27 bullet wizes, Also The tracer chance is in here, 1.00 is every bullet 0.50 is half the bullets are tracersBy creating new names for the projectiles they get displayed when you make the weapon in geck The same goes for sound, you're not just stuck with the default amount of weapon soundsGo to Sounds in GECK, select the 10mmpistol 2D or 3D then rename it an change the sounds path to your newly placed sound file. Usually I'll make the weapon then select yes create new formminimize GECK, go to the data file, copy the 10mmpistol 2D an 3D put it on the desktop then rename itafter my new weapon, like WPN_Glock18_2D then the same for 3D you can even put them back in the 10mmpistol sound folder, then go back to GECK go to sounds create a new sound, then open the weapon I made back up an change the sound to the custom named sound. yeah it's just a copy of the 10mm but later on I can pick a sound then name it to the custom name wpn_glock18_2D or whatever an replace the one I just used to create the weapon. You don't have to create 1stperson textures or models for guns, just when you create the weapon scroll to the top in the first person model an select none, which makes it only have one model, the same for world modelBut World model would come in handy if say you wanted a sword to have a decorative sheath or whateverwhen dropped in the world, Also for the most part the vanilla textures for first person models are high reslike 1024 1024 where the default is like tiny res, You could spend all day just renaming the first person vanilla textures by the normal model textures, then dump all the first person models. Also you don't have to texture guns via alternate textures in geck which requires you to create a lot of alternate textures inside geck saved in a .esp, You can get nifscope an all the stuff to run itThen inside nifscope fiddle around until you see the texture in the block details at the bottomBesides the cool stuff you can do with nifscope, and also fixing broken meshes or messy stuff you downloadedTakes a few weeks to figure out how to do it though. Pretty much I'll have a fake data folder on the desktop with the stuff I'm nifscoping, then when it comes time to toss it in the game I move an rename the textures to whatever, and open notepad, write down the file path to get to them like Textures\weapons\Fullauto731\Secondbatch\Glock18.ddsThen copy and paste those paths into nifscope's block details which you have to turn on , an also change a lot of the view settingsat the top of the window, but after that you just open GECK an make the item, it's less work than the GECK alternate texture way.But you can't open all nifs with nifscope, so you need both. Link to comment Share on other sites More sharing options...
PositronicSpleen Posted July 5, 2009 Author Share Posted July 5, 2009 My problem is that I can set the animation multiplier to 100 and semi-auto delay to 0, and while it shoots freely in a corner, it doesn't when I'm facing anywhere else. I'm just wondering if anyone else experiences this, or if I'm missing a setting to fix this, or if it's a limitation of the engine. Would you happen to know? Link to comment Share on other sites More sharing options...
mechine Posted July 5, 2009 Share Posted July 5, 2009 Yes Some of the meshes for weapons are screwed up, the vanilla meshes shouldn't be, just some that were made and had the ball dropped so to speak will cause wild problems when changing the animation multi as well as fire rate maybe even crash I wouldn't ever run a 100.000 animation multi that's just way too high If you adjust the attack ani multi over 6.00-12.00 it should be a red flag that something is wrong with the mesh or system Or well adjusting it over that just to get good realistic semi auto fire Full auto is pretty easy, just change the fire rate, and leave the animation multi at 1.00 There is the animation type like attack left, attack right, attack loop These settting effect it, like full auto is better with attack loop Then some are better left or right. The best way I've found to adjust semi auto fire is from downloading FO3editwhich you should have anyway. Open it an load the .esp with the weapons an the fallout3.esm Then find the weapon in the list, look in it's details to the right at the bottom and there is a setting for shots per second, which is fire rateRight click select edit, it will warn you, wait 3 seconds then it will prompt to edit anyway at which point you change the number from 6.00 or 5.99 whatever to what you want, but keep the animation multi at 1.00 hit X and then it prompts to save the changes Pretty much I just set the fire rate to 30 for anything semi autoIf it is like the hunting rifle, or the lincolin rifle I tend to leave it aloneas the fire rate or ani multi will mess up the lever action or bolt action Automatic weapons though you can set the fire rate to 30 an it will yeild a weapon where you can do double tap fire or tripple evenalso being somewhat random though, so it's not linear double tap BANGBANG ... BANG... BANGBANGBANG. BANG I recomend depending on the weapon type to either change the fire rate to 30 or change the attack animation to 1.00-12.00 you could do more though3.00 works great, then 6.00 too, the problem is that the weapons all have different fire rates, so like the 10mmpistol it's base is like 6 shots per second2.00 attack ani multi makes it 12.00, but then a sniper rifle is 2 shots so 2.00 makes it 4 shots per second. You can also just adjust the attack animation to whatever it needs to make that weapon fire over 30 shots per second Less is more with the attack ani multiplier, too much it becomes silly in VATS but it pretty much takes too much to give semi auto free fire that is realisticWhich is where FO3edit comes in, Also if you open the weapon in GECK after you have adjusted it in FO3edit then the fire rate goes back to the way it was before you edited it. Something else, all the weapons behave differently to the changesso nothing works across the board, the only way to really do itis to fix them one at a time, then test test test edit test. Worth it though. Then another problem is that Fallout 3 suffers from something called Mouse lag, which is just lag time from when you click the mouseto when the engine gets the comand from the mouse. Not sureyou can fix it, but tweek guides help for it. Link to comment Share on other sites More sharing options...
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