CRAIZEprince Posted February 2, 2010 Share Posted February 2, 2010 Hey , a question : I am trying to modify a weapon : I want to use the Animation type from Automatic Rifle without losing my attack,reload and other Animations.Why , do you ask ? Here is why : I am using the Holstered Sword and Dagger Right from Shake's Wanderers Gear but when I equip a Rifle it gets behind the sword , I equip a Automatic rifle and it gets before the sword. I wanted to change this so i checked the G.E.C.K and apparently it is theAnimation type that chooses to get behind the sword . I changed it to Automatic rifle and yes it gets before the sword but my animation don't work anymore. I checked the G.E.C.K wiki and they say I could use scripting BUT I am really bad at scripting. So I ask you : please help ?! Pic for easier understanding : http://i386.photobucket.com/albums/oo302/CRAIZEprince/forum_vraag.png Link to comment Share on other sites More sharing options...
mechine Posted February 4, 2010 Share Posted February 4, 2010 Well power armor has the rifles going the other way an pulled out from the bottom. You might could use that, so it's a cross on the back rather than stacked. It doesn't have anything to do with the weapon animations. Two hand rifle, two hand automatic, those are hard coded data inside the Fallout 3 engine. Like if you take a mesh which has the two hand rifle .kf animation in it, then make it with GECK so it's a two hand automatic, then besides the animation being all wacky, the fire rate is also going to be wack. hence why we paste stuff into known good vanilla meshs which have the correct stuff in them for what we will be creating them as. And you know the very reason you wouldn't want to mess with the animation type on a weapon. Even if you were a scripting god. It seems that it would be kind of silly to mess with. When you could just change the sword. If it were built in as part of a clothing mesh, or as a seperate mesh an seperate piece of clothing. I don't use that crap so I wouldn't know what it really is. I do know that if I have more than one thing on my back then I've got too much crap on. heh. What's the sword do anyway, besides look good? Can you pull the sword out with one hand an the rifle out with the other, an chop off heads while your are blasting people faces in? If not I think maybe it's time to just wear what you are about to use. I mean when we get right down to it your walking around in the wasteland about to have your face stomped in, your head cut off an put on a post. Kind of makes you think twice about how much we should care about how we look. Got more pictures, like the full back with them equpied or holding the rifle or sword? Link to comment Share on other sites More sharing options...
CRAIZEprince Posted February 4, 2010 Author Share Posted February 4, 2010 Well power armor has the rifles going the other way an pulled out from the bottom. You might could use that, so it's a cross on the back rather than stacked. It doesn't have anything to do with the weapon animations. Two hand rifle, two hand automatic, those are hard coded data inside the Fallout 3 engine. Like if you take a mesh which has the two hand rifle .kf animation in it, then make it with GECK so it's a two hand automatic, then besides the animation being all wacky, the fire rate is also going to be wack. hence why we paste stuff into known good vanilla meshs which have the correct stuff in them for what we will be creating them as. And you know the very reason you wouldn't want to mess with the animation type on a weapon. Even if you were a scripting god. It seems that it would be kind of silly to mess with. When you could just change the sword. If it were built in as part of a clothing mesh, or as a seperate mesh an seperate piece of clothing. I don't use that crap so I wouldn't know what it really is. I do know that if I have more than one thing on my back then I've got too much crap on. heh. What's the sword do anyway, besides look good? Can you pull the sword out with one hand an the rifle out with the other, an chop off heads while your are blasting people faces in? If not I think maybe it's time to just wear what you are about to use. I mean when we get right down to it your walking around in the wasteland about to have your face stomped in, your head cut off an put on a post. Kind of makes you think twice about how much we should care about how we look. Got more pictures, like the full back with them equpied or holding the rifle or sword?The sword is just for the looks , but it's weird how the weapon is beyond the sword and not in front , as i said i checked the G.E.C.K wiki and it said something about GetAnimType for scripting to give the weapon that animation but I don't understand anything of that . Link to comment Share on other sites More sharing options...
mechine Posted February 5, 2010 Share Posted February 5, 2010 Nice... A non-active weapon like the sword would be clothing. Either attached to an outfit inside that outfits mesh, or as a seperate article of clothing. In either case it would be much better to edit the location of the sword than to mess with a weapon's animation. There are other performance reasons which would support the thinking that it would be better to just change the sword. For one thing there are an unlimited number of weapons which you might use or have equiped while also wearing the sword (or sword outfit) So logic would further suggest that the best bet to get it to work well with your rifle (and also the other weapons out there) Would be to edit an move the sword in such a way to make it less of a clipper. I mean how do you think we get that weapon to fit in the players hands in-game, heh, yeah we just guess, moving the item around inside the mesh, then go in-game an test it. One time I had to angle a rifle down 5 degrees which had 6 different parts. The weapon animations are contained inside the weapons mesh .nif, but mostly all of them are hard coded, which means that even if you deleted (removed) the .kf animation data from the mesh, the fallout 3 game engine is just going to replace it in-game. Custom animations however you can (so I hear) force them to be played out via a nice FOSE script (I would think FOSE because it allows/unlocks everything). So I'm not saying the idea is a bad one. Just that the script which you would have to create would switch the weapons animation type would upon, pulling it out to shoot launch the object effect type script which would then switch the animation from automatic to twohandedrifle (bolt action) If this would even work once you get ingame is a big pfft "who knows" Object effect scripts are pretty easy going, but sometimes what happens is a land mine. Which either will cause a CTD, or in this case as an example switch all automatic weapons animations in game (I.E. Npc's weapons) from very simple automatic animations to the two handed rifle (bolt action) animation. So then the system tries to fire 12 shots per second while also playing out a animation of the bolt action being worked when npc's fire at you. Which it would crash before it got there if you ask me. This is all just a guess. It's pandora's box if you ask me. Complex stuff like this or the body mods, It's great stuff, but most times it creates more problems than it's own worth in uber gamer coolness. Hence, why it's always better to keep things as simple as posible. However, should you feel the need, you could find one of the script gods to nicely ask them how to do it. Then there's also mods which deal with making the vanilla weapon animations better, and mods like tailor made which deal with player charicters which wear a lot of stuff on them like that sword. Link to comment Share on other sites More sharing options...
CRAIZEprince Posted February 5, 2010 Author Share Posted February 5, 2010 hmmm , I don't wanne open pandoras box so i will try that outfitmesh thingy and tell you how it turned out Link to comment Share on other sites More sharing options...
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