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2-handed Rifle/1-handed Pistol Reload Anim Question


Nyvertx

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I'll cut straight to it.

 

I wanted to make the Caravan Shotgun (a "TwoHandRifle") into a sawed-off "OneHandPistol". Like the Sawed-Off Shotgun, but with over/under double barrels instead of side-by-side. However, I am running into a problem with the reload animation.

 

What I did so far, from the beginning: (scroll past the bullet points to just see my problem/question)

 

- Using Blender, I imported the Caravan Shotgun, removed the stock, shaped the handle into a pistol grip, and shortened the gun's barrels considerably.

 

- I then shortened the collision object on both ends of the gun to adjust for the new shorter length.

 

- I also moved the projectile node closer to the end of the gun's shorter barrels.

 

- I highlighted and exported everything.

 

- I opened up my custom Sawed-Off Caravan Shotgun (hereafter referred to as the SOCS) in Nifskope, and I opened up the vanilla Caravan Shotgun (VCS) in a 2nd Nifskope.

 

- I copied the NiTriStrips data of the SOCS and pasted it over the NiTriStrips data of the VCS.

 

(I then tried copying the SOCS sight and projectile nodes and pasting them over the VCS sight and projectile nodes, but this didn't work. I think it's because of the names of the nodes interfering with each other. So I scrapped this idea.)

 

- I moved the VCS projectile node back a bit to match the SOCS.

 

- I updated all tangent spaces.

 

- I saved this .nif into Data/Meshes/weapons/1handpistol as the new SOCS.

 

- I opened up the GECK to put the SOCS in the game.

 

- I made a new 1st person object by opening the VCS' 1stPersonCaravanShotgun, changing the ID, and changing the model to the SOCS.nif.

 

- I opened the WeapNVCaravanShotgun data to begin altering it to become my SOCS.

 

- I changed the ID to WeapCaravanSawedOff.

 

- I changed the model to the SOCS.nif.

 

- I changed the 1st Person Model Object to the SOCS.

 

- I changed the Animation Type from "TwoHandRifle" to "OneHandPistol".

 

- I left the default VCS Reload Anim (ReloadI).

 

- I saved everything.

 

In theory, all this should have done is changed what the VCS looks like, and made the character hold/fire it like a pistol instead of like a rifle. The reload animation should have been unchanged.

 

However, while the SOCS looks great in-game, can be picked up, dropped, dragged around, and even fires just like I want it to, when I try to reload, my character acts out the VCS reload animation, but the SOCS won't open up, eject the shells, etc. like I expected it to. When I change the SOCS Animation Type back to "TwoHandRifle", the SOCS opens up and ejects the shells and does everything like it should, but my character holds and fires it like a TwoHandRifle.

 

So I guess I just want to know what I missed, did wrong, or failed to understand. I want my OneHandPistol to reload like a TwoHandRifle.

 

Thanks for reading all that and bearing with me. This is my first post, since I looked all over the place for similar problems and solutions like I usually do, but found nothing.

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Animations are linked to weapon types and have certain animation cues/triggers that only work with that type of weapon.

 

OneHandPistol has limited animations so you might try OneHandPistolEnergy instead. It has more unique combinations.

 

From your description is sounds like what you want is the same combination used by the Flare Gun from Lonesome Road DLC.

Reload Anim: ReloadK

Animation Type: OneHandPistolEnergy

 

Search: "FNV Flare Gun" on YouTube for an example.

 

 

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Well, I tried ReloadK with OneHandPistolEnergy, but to no avail. I guess only TwoHandRifle animation types can activate the reload animations of the caravan shotgun's .nif itself.

 

Which I guess means I now have a different goal: Somehow copy the caravan shotgun's reload animation data from its TwoHandRifle directory, and somehow put it in the OneHandPistol directory.

 

Is such a thing even possible?

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Have you renamed the animated blocks in the .nif?

They typically have ## in front of the node name.

Open up the model for a weapon that reloads as you want, such as the flare pistol and have a look at the parts that animate, they'll be called something like ##sawnoff

Open your custom weapon and rename all the nodes that animate the same as the one that works correctly

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Edit: Actually you know what, nevermind.

Hey, I meant to respond earlier.

 

I got a BSA Extractor, exported the _1stperson 2hrreloadi.kf, the _male 2hrreloadi.kf, and the sneak2hrreloadi.kf, renamed the 2hr parts to 1hp (but not before backing them up), and put them in _1stperson and _male folders int he data/meshes/characters folder.

 

I used GECK to put my Sawed-Off Caravan Shotgun in the game. I fired up the game, picked up my gun, held it and shot 2 rounds like a pistol, then, lo and behold, when I tried to reload, IT WORKED! It played the Caravan Shotgun's reload anim, breaking open the shotgun, ejecting the shells and everything.

 

Now my only concern is what pistol originally used the onehandpistol reload i ... but I can deal with that issue if/when it happens.

 

So thank you! Your advice was exactly what I was looking for.

 

 

Have you renamed the animated blocks in the .nif?

 

They typically have ## in front of the node name.

 

Open up the model for a weapon that reloads as you want, such as the flare pistol and have a look at the parts that animate, they'll be called something like ##sawnoff

 

Open your custom weapon and rename all the nodes that animate the same as the one that works correctly

This sounds interesting. I might look into it, since I have a couple extremely minor inconveniences with my current solution, namely my character's hands briefly moving to 2handrifle position at the end of the reload anim then promptly returning to the onehandpistol grip.

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  • 4 years later...

 

Edit: Actually you know what, nevermind.

Hey, I meant to respond earlier.

 

I got a BSA Extractor, exported the _1stperson 2hrreloadi.kf, the _male 2hrreloadi.kf, and the sneak2hrreloadi.kf, renamed the 2hr parts to 1hp (but not before backing them up), and put them in _1stperson and _male folders int he data/meshes/characters folder.

 

I used GECK to put my Sawed-Off Caravan Shotgun in the game. I fired up the game, picked up my gun, held it and shot 2 rounds like a pistol, then, lo and behold, when I tried to reload, IT WORKED! It played the Caravan Shotgun's reload anim, breaking open the shotgun, ejecting the shells and everything.

 

Now my only concern is what pistol originally used the onehandpistol reload i ... but I can deal with that issue if/when it happens.

 

So thank you! Your advice was exactly what I was looking for.

 

 

Have you renamed the animated blocks in the .nif?

 

They typically have ## in front of the node name.

 

Open up the model for a weapon that reloads as you want, such as the flare pistol and have a look at the parts that animate, they'll be called something like ##sawnoff

 

Open your custom weapon and rename all the nodes that animate the same as the one that works correctly

This sounds interesting. I might look into it, since I have a couple extremely minor inconveniences with my current solution, namely my character's hands briefly moving to 2handrifle position at the end of the reload anim then promptly returning to the onehandpistol grip.

 

 

Which BSA did you extract from?

NVM found it

Edited by lordbevan1
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