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Alternate ADS for scoped weapons


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Would it be possible to create a mod that allowed the PC to switch between iron sights and scoped sights for scoped weapons? The idea is that the PC could tilt the weapon at an angle that would allow for aiming without looking through the scope for short-range combat, much like many FPS games today allow.

 

1st person seems like it would entail a lot of work, while 3rd not so much. The reason being, 1st person would require making a whole new set of iron sight animations, while third person could just use the normal third person animation for weapons that came with and without a scope. Am I wrong?

 

 

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It should be possible, with NVSE, to flag the weapon as not having a scope, thereby making the game use the IS animations instead. The problem I can see there is, of course, if the IS node is lined up on the top of the weapon, the scope mesh will be in the way. You could get around that by offsetting the scope, but that makes other issues as well, like not being as realistic for some guns.

 

You could maybe make the scope function as IS as well, making the 'lenses' transparent and letting the player sight through it, but that'd be weird too.

 

Having the player hold the gun at an angle is probably not feasible at all. Aside from the fact I'm not sure which animation actually holds the aim part, I don't know of many people who know how to edit animations (who will edit for fallout). Plus there's the issue of getting it in game and telling a gun to use it under certain circumstances.

 

As far as the 1st/3rd person thing, I believe you're right, 1st person would be a lot more work. UNLESS, you figure out the sighting on the weapon so that it doesn't have to be tilted. If you can get the sight node to line up along the side of the gun, then the scoped mesh could have the IS node to one side, and then use NVSE to toggle the scoped flag when you want to use IS or scope. See the Murdelizer mod for a weapon with IS on the side of the gun.

 

http://www.gribbleshnibit.com/projects/NVSEDocs/#Weapon_Flags The NVSE function for changing weapon flags, and the flag value to use.

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The idea is that the PC could tilt the weapon at an angle that would allow for aiming without looking through the scope for short-range combat

Not possible with current NVSE functions (i hope the day will come and NifSE will be ported\injected into NVSE)

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  • 1 month later...

Hmm...I've been editing player animations - and getting the gun to be held at an angle is easy as pie.

 

As for offsetting the scope - I'm actually in blender right now, meshing one of these. The one on the left, to go on one of Heffy's AK's. It'd be the perfect weapon to test a sight toggle script on - as you can see, the iron apeture is still accessible with the optic mounted.

 

As in real life its a 1x red dot, I'm just doing what I do with all my non magnification scopes - making a tube through the center, and putting a transparent lens at either end, with another in the middle for the cross-hair.

But I can see how - if you figured a way of scripting it - you could leave the sightnode behind the ironsights - make the optic use a scope overlay in the GECK and then use your script to toggle between the two in-game (which would be awesome).

 

Sadly though I can animate and model for Fallout - my scripting sucks. So let me know if you want my optic to explore the idea further.

Edited by 11meister
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If you've got the mesh, and don't mind waiting about 2 more weeks. I can probably write that script (if someone doesn't beat me to it) pretty easily. Hit me up with a PM if you wanna do this.

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  • 3 years later...
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