jtucker40 Posted December 5, 2014 Share Posted December 5, 2014 Hey everyone, I'm starting work on a mod that will shoot a missile like projectile out of a weapon that uses a 2handautomatic weapon as a base (as opposed to shoulder mounted launchers). As my basic first test I took the missile (from the missile launcher) projectile, renamed it to a unique id, and assigned it to be launched out of a grenade rifle. However when I went to test it in game, the grenade rifle just fired its usual 40mm grenades instead of the missile projectile. Does anyone know how I could manage to work around this? Link to comment Share on other sites More sharing options...
chucksteel Posted December 5, 2014 Share Posted December 5, 2014 you need to edit the original weapon and it's projectile to get this to work. It's more then just using one weapons projectile in another. you'll need to do some Nifscope mash ups. You might want to look at my mod Toys That Destroy. I took the Repcon Rocket toy and made it fire from the missile launcher. Link to comment Share on other sites More sharing options...
jtucker40 Posted December 8, 2014 Author Share Posted December 8, 2014 Interesting, so I would have put the firing node from the missile launcher onto the new weapon in nifskope in order to have it use the missile projectile? Link to comment Share on other sites More sharing options...
chucksteel Posted December 9, 2014 Share Posted December 9, 2014 (edited) First thing I did was open the Missile projectile and, Repcon Toy Models with Nifscope. In the Rocket model I copied the Nitristrip of the rocket then pasted it into the Missile projectile model. Next I had to tweak it's position to match the original rockets. Finally I deleted the original Missile. (This preserved the flame animation of the missile.) (You may not need this step if your just using the missile projectile.) Then I opened the missile launcher and Pasted the Repcon toy in over its Missile (If you look at my missile launcher it will be in 70 NiNode / 96 NiNode. 103 NiTriStrip ##NiRound 0 [27] is my rocket.) Again leaving the original Missile there for positioning my new rocket. Once I got it right I deleted the branch of the original. Edit: If you try my method I would suggest starting with the missile world model as it is the simplest to get the correct NitriStrip. Edit 2: In your case using the Grenade Launcher you may need to take the missile world model into Blender and scale it down a bit. the original will probably be to big for the barrel and show through. I'm by no means a Nifscope Pro and mostly do mash ups by trial and a lot of errors so I hope this helps and makes some sense. Edited December 9, 2014 by chucksteel Link to comment Share on other sites More sharing options...
jtucker40 Posted December 9, 2014 Author Share Posted December 9, 2014 While I get what you mean, I'm not really trying to edit the grenade rifle mesh, I just want to the projectile that comes out of it to be a missile. Know what I mean? Link to comment Share on other sites More sharing options...
chucksteel Posted December 9, 2014 Share Posted December 9, 2014 Did you make a new ammo type and assign it to the weapon. I looked at Thump Thump and Changed the ammo type and projectile to missile and it worked for me. I did add the missile to the weapon model though. Might be that your weapon is still using the 40mm ammo list. Link to comment Share on other sites More sharing options...
jtucker40 Posted December 10, 2014 Author Share Posted December 10, 2014 Ohhhhhh yep that could be it I haven't done that yet, I don't have the time right now but I'll try it and get back to you. Link to comment Share on other sites More sharing options...
Recommended Posts