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RH_Ironsights - Book of EARACHE compatibility.


SpacemanSpIiff

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Title is rather self explanatory. Most of the guns in Book of earache work rather well with RH_Iron sights, but there are a few that are off, or behave awkwardly when aiming and firing. (an example of this is either the Benelli Joint Service Shotgun or the m14 hunting rifle falling out of iron sights every shot.)

 

So..I'm asking someone out there in the community to rectify this really. And if its already been done, point me in the right direction please.

 

Thank you in advance.

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...an example of this is either the Benelli Joint Service Shotgun or the m14 hunting rifle falling out of iron sights every shot...

 

I don't use the Book of Earache mod, but if the problem is these weapons aren't centered when aiming, but center for a moment when the firing animation plays, that's simple to fix. Unchecking "Don't use 1st person IS anims" (or something worded very closely to that, in the Art tab) in the GECK for those weapons should center them properly when aiming. The weapons' sights probably won't be lined up all that close to the crosshair, but it should be roughly centered on the screen.

 

*Edit: I forgot to say how to fix it. You load up the Book of Earache mod (and possibly any Book of Earache optional ESPs you use with it, I don't know much about the mod's structure) in FO3Edit. In the left tree, expand the main Book of Earache mod file, and expand the Weapons tree. For any weapon that you need to apply this fix, right click the record in the left pane and select "Copy as Override". Check the box next to "<new file>" at the next popup, and give your new ESP a name when it asks you. After the first time, you'll check the box next to the ESP you created instead of <new file>. You don't have to copy them all in one go, though you can if you like. You'll also be able to add more to your ESP later if you've accidentally missed some. Copy all the records you need to fix.

 

Then, scroll down in the left pane until you see the ESP you made. Expand it, and expand the Weapons subtree. Click on a weapon, then scroll all the way to the right in the right-hand pane. You're looking for the ESP you made, among the column headers. Once you find it, scroll down to the "Flags 1" line, and right-click the cell at the intersection of the "Flags 1" row and your mod's column. Select Edit (FO3Edit may pop up a warning window, select Yes if it does) and you'll get a little window with a bunch of check boxes. You want to uncheck the one that says "Don't use 1st person IS anims" or something to that effect. Repeat the process for every problem weapon. A warning: some weapons are not intended to be centered when using iron sights, particularly weapons using most (all?) of the heavy weapons animations. Only apply this change on weapons that have the 'only centered while firing' problem. Make sure you save the changes to the ESP file you made when you exit FO3Edit. Put this ESP somewhere after the Book of Earache mod in your load order.

 

Let me know if you need more help on this.

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I did what you asked, and for what its meant to do it works. The guns don't center on the screen and look down iron sights when I 'zoom.' A nice temporary fix I suppose. But Does not fix what I was originally trying to do.

 

When i bring my gun up while aiming, my character looks down the guns sights (gun is centered on screen, sights lined up.) But when i fire the gun, it immediatly snaps out of the sights and returns to its normal non-aiming position, plays the recoil animation, and then snaps back into the ironsight aiming positon. (centered on screen again)

 

Thanks for the help so far.

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I don't have the same issue as the OP but I think I asked for my glitch in a sense... I'm using fallout reanimated, book of earache contents, and RH ironsights - Sometimes when I use VATS my character suddenly aims directly upward and fires. Or, enemies firing at me will suddenly bend themselves completely backward and fire straight up, while the bullets sometimes still hit me... If a fix for any of these incompatibilities was easy to make I think it would've been thought of... :(
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I don't have the same issue as the OP but I think I asked for my glitch in a sense... I'm using fallout reanimated, book of earache contents, and RH ironsights - Sometimes when I use VATS my character suddenly aims directly upward and fires. Or, enemies firing at me will suddenly bend themselves completely backward and fire straight up, while the bullets sometimes still hit me... If a fix for any of these incompatibilities was easy to make I think it would've been thought of... :(

 

 

Please don't use my thread to try to get a problem (that is almost entirely irrelevant and in the wrong forum) you are having in your game.

 

But to answer your problem I did have this issue myself, but have fixed it: http://www.fallout3nexus.com/downloads/file.php?id=6938

 

specifically on that page it says:

* Are your characters shooting at their feet or into the air? You probably have Fallout 3 Re-Animated installed. Re-install the FO3RA animations and overwrite when asked; this should clear up the problem. Let me know if it doesn't!

 

Now, lets get back to the original topic discussion please.

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I did what you asked, and for what its meant to do it works. The guns don't center on the screen and look down iron sights when I 'zoom.' A nice temporary fix I suppose. But Does not fix what I was originally trying to do.

 

When i bring my gun up while aiming, my character looks down the guns sights (gun is centered on screen, sights lined up.) But when i fire the gun, it immediatly snaps out of the sights and returns to its normal non-aiming position, plays the recoil animation, and then snaps back into the ironsight aiming positon. (centered on screen again)

 

Thanks for the help so far.

 

Some of the Book of Earache weapons may use custom animations, which may cause problems with RogueHallow's Iron Sights. The Book of Earache Nexus page says that some of the weapons use custom grip animations, at least. I don't actually know what kind of effect that will have with the altered iron sights animations. It's been awhile since I've adjusted weapons for use with RH's Iron Sights, but I recall a particular attack animation that caused the behavior you are describing. I think it may have been 'AttackLeft', but I'm not certain. It had a distinct look, substantially more recoil than the other animations.

 

Load up the patch ESP you made previously in FO3Edit; it should automatically load any other required mods. Expand your patch and the Weapons tree under it. Find the record for a weapon that you know has the problem you've described, and check out the "Attack Animation" line. Even better, if you know another weapon that also has the problem, examine that one and look up the Attack Animation it uses. See if they share the same Attack Animation. If you right-click the cell at the intersection of the Attack Animation row and your patch's column and select Edit, you'll get a little window that will let you type in the name of the attack animation you want. Instead, if you left click that cell and hit the F2 key, you'll get a drop down list with all the available attack animations, and you can just pick one. Try a different attack animation, like 'AttackRight'. You'll probably want to just change one weapon at first, then test it out in-game.

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Again what you suggested worked perfectly. The weapon now behaves exactly as it should, and no longer snaps in and out of Iron sights. Thank you so much for your help. (They were on attackleft animation, I switched them to attackright)

 

One last thing. Some of the guns in Book of earache actually do not line up properly when Aiming down Iron sight mode. You've said you've done this kind of work before. Would you please tell me how to do it myself? I do have experience in 3d programs and nifskope (i used maya, but i think i'll likely need to use blender for this.)

 

Thank you again for you're help. I've given you a kudos.

Edited by sakura357
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...One last thing. Some of the guns in Book of earache actually do not line up properly when Aiming down Iron sight mode. You've said you've done this kind of work before. Would you please tell me how to do it myself? I do have experience in 3d programs and nifskope (i used maya, but i think i'll likely need to use blender for this.)...

 

I've got to recommend RogueHallow's own articles on doing so: Part 1 and Part 2

 

What I generally do is: equip the weapon in-game, check out how the iron sights line up with the crosshair, save, quit out to the menu, Alt+Tab over to Nifskope, open the model, move it around as necessary, save it over the old one, Alt+Tab back into the game, load, check out the iron sights again, quit to the menu, and so on. You basically Alt+Tab back and forth between Nifskope and Fallout 3, making little adjustments each time. I often select all the other nodes in Nifskope and lower them by about 10 units on the Y axis, leaving only the sights (or whatever node to which they are attached) in the original position. It gets the other parts out of the way so you can just concentrate on adjusting the sights to where you need them, then you can raise the other parts back up at the end and apply the same adjustments to them.

 

Nodes that animate, especially rotation, will be a problem (revolver cylinders and the bolts on bolt-action rifles, for example.) Fallout 3 expects them to be in a certain place, and barring specifically customized animations (of which you only get a small number, so you can't make a custom animation for every weapon you want,) you get weird behavior as a result. Moving the mesh in Nifskope will often cause the part to look as though it swings on an invisible hinge in-game. Or it will shift side-to-side while animating (revolver cylinders especially.) You can get away with very minor shifts, but anything more than that will be very noticeable in-game. Editing the animation in Nifskope will make it look as though it animates how you'd like in Nifskope. However, Fallout 3 apparently ignores the animation information stored in the .nif file. Instead, the information is pulled from the animation file.

 

You may have to do some editing in Blender or 3dsmax (I use Blender.) I use it for reshaping/building sights (rarely,) adjusting textures (rarely,) or separating sights out into a separate mesh (often.) I like the sight meshes to be separate from each other and from the rest of the weapon (they are often attached to the main 'body' node.) It's easier to line them up, and you can "cheat" your way to a better line-up with tricks like making tiny adjustments on the Z axis to just one sight and not the other to make them seem better centered, or sinking one or both sights down into the gun a bit if it's too tall.

 

Finally, not all weapons can be made to work properly. Ideally, the weapon model would be built using the other RH Iron Sights weapons as templates, so your sights, bolts, and such are already in the right place. That doesn't work out so well, especially with weapons modeled after real-world counterparts. Real people can reposition themselves and the weapon to line up the sights as needed, but Fallout 3 is constrained to a small pool of animations. Sometimes you'll just have to settle for a weapon that is horizontally centered, but far below the game crosshairs (real-world pistols especially,) if you can even get that. The reason I stopped using RH's Iron Sights, and stopped adjusting models, was because I wanted to play without crosshairs but ended up frustrated that many weapons couldn't be lined up at all. Without crosshairs, many of 20th Century Weapon's pistols would be completely unusable. I'll probably give it another shot now that I found Crosshair Toggle. I recommend it for anyone in a similar situation. I set mine to only show when aiming, and use an unobtrusive small dot crosshair I found here on the Nexus site (no link at the moment, sorry.)

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"Please don't use my thread to try to get a problem (that is almost entirely irrelevant and in the wrong forum) you are having in your game.

 

But to answer your problem I did have this issue myself, but have fixed it: http://www.fallout3n...ile.php?id=6938"

 

Well hey it worked! Thank you. And shouldn't this be in troubleshooting anyway? Thank you again my anti-hero!

 

 

edit- kudos for being quite reasonable :)

 

|

v

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No problem at all. Glad I could help, but for future reference, its kind to start your own thread with an issue. I did not mean to come across as mean in my post.

 

Again, glad I could help.

 

 

As for ultskeletor, That will be very useful to use for when I attempt it. Thank you again for your help.

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