Jump to content

Semi-automatic delays and the framerate


Recommended Posts

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

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 automatic

Using 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 rifle

so 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 needs

like 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 VATS

Which is where FO3edit comes in.

You're allowed to change only the attack shots per second value

And 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 0.1

This is the delayed trigger or squishy trigger

it 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

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

At the bottom of the weapon create screen in GECK

there is something called Semi auto min an max delay

which is the squishy trigger or worn trigger

for 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 delay

When you set it to zero you have to hit okay, and yes create new form

then open it again to see the changes applyed

Not 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 second

Another pistol might need 1.00 and 30 shots per second

Yet 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 name

to 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 sound

which is 27 bullet wizes, Also The tracer chance is in here, 1.00 is every bullet 0.50 is half the bullets are tracers

By 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 sounds

Go 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 form

minimize GECK, go to the data file, copy the 10mmpistol 2D an 3D put it on the desktop then rename it

after 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 model

But World model would come in handy if say you wanted a sword to have a decorative sheath or whatever

when dropped in the world, Also for the most part the vanilla textures for first person models are high res

like 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 it

Then inside nifscope fiddle around until you see the texture in the block details at the bottom

Besides the cool stuff you can do with nifscope, and also fixing broken meshes or messy stuff you downloaded

Takes 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.dds

Then copy and paste those paths into nifscope's block details which you have to turn on , an also change a lot of the view settings

at 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

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

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 FO3edit

which 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 rate

Right 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 auto

If it is like the hunting rifle, or the lincolin rifle I tend to leave it alone

as 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 even

also 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 though

3.00 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 second

2.00 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 realistic

Which 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 changes

so nothing works across the board, the only way to really do it

is 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 mouse

to when the engine gets the comand from the mouse. Not sure

you can fix it, but tweek guides help for it.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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