Jump to content

A few questions


spectrex

Recommended Posts

Does anyone know if the following things below are possible to edit/tweak with?

 

1) To make weapons ready faster when switching between them (so they can be used / fired) quickly. Would love to make a faster grenade deployment time, so you can pull them out quickly and throw them without second thought. That would be cool to use with the fast grenade script.

 

2) Speed up reload times. For some reason the Reload Time value under weapons doesn't seem to do much. I'm trying to make a more realistic "pump" feel, but the standard reloading time is way too slow to make the shotgun effective.

 

I figure that if it has only 1 round, the person can simulate a "pump shotgun" but with a faster reload time that would be the same time it would take to actually ready a new shotgun round to fire.

 

3) A way to edit scripts without having to go through GECK and make a brand new .esp file? Is there a way just to override the currently existing module without having to make a brand new one?

 

I guess those are my biggest questions so far. Thanks in advance to anyone who can give me some insight on this.

Link to comment
Share on other sites

1 and 2 would require some significant reprogramming of how GECK handles weapon AnimGroups (not animations, those can be changed and hand made/replaced etc), but the Animgroups are hardwired. Reload, equip and fire times are tied directly to the Weapons Animation Type ('2handAutomatic', '2HandRifle') etc. which are hard-wired and i dont think can be modified.

 

FOSE usually allows pretty much anything to be done, but it requires significant scripting knowledge.

 

To edit scripts that previously exist in Fallout3 you could technically unpack the BSA then repack it once you are done but i wouldnt reccomend that, nor am i sure that it could be done successfully. Fallout Mod Manager comes with a BSA packer/unpacker. That would be your best bet there,.

 

Ive heard of people merging esps together too, but modifying vanilla without making a new esp kind of breaks the 'best practices' code of conduct with modding, since you are outright editing vanilla content directly, which usually is risky.

 

Pumpshotgun reload anim can be made as a sep. .kf file and overwrite an unused reload anim of the type, or hooked up as a reload anim through FOSE when reload button is pressed for that particular weapon....

Link to comment
Share on other sites

  • Recently Browsing   0 members

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