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different weapon firing animation, or higher skill/strength requirement based on ammo


TheBlob2

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Can you give a gun a different firing animation based on its ammo type? Because my 44 magnum revolver's heavy recoil animation when using 44 special is pretty ridiculous.

 

also is it possible to give a gun higher or lower stats requirements based on its ammo type?

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you can change many weapon stats with NVSE. You could GetWeaponProjectile and then change the stats in the way you prefer.

But I'm afraid I don't think you can do the same with the fire animation. Unless you don't want to force some unequip and reequip another ID which is a copy of that weapon but uses different animations.

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NVSE has:

SetWeaponAttackAnimation SetWeaponAnimMultSetWeaponAnimAttackMult

I do not know what they do, but they sound worth testing. You could certainly adjust them based on ammo type via scripting, although note that changes will apply to the base form, so will affect NPC's using the weapon too. Maybe no one will really notice, otherwise I think you could avoid that using TempCloneForm... but you'll need to be comfortable getting into some complex scripting there.

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i was browsing around the fallout wiki when i came across this (look at the very bottom of the page), it says the spread affect on ammo used to make guns wobble, thus if we can get this effect back in the game, i may be able to simulate a higher skill requirement without having to use scripts

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In FO3-FWE it's almost impossible to use a weapon when requirements are not meet. I don't know what exactly causes it, if the requirements or something else, but I can assure you it's really impossible to shoot in conditions like these because of weapon's wobble. I.e. I have a small character and when I shoot with a big machine gun, I hit like once per 100 shots.

 

TL;DR if this is because of requirements, then you can script higher / lower requirements concerning the type of bullets you are using and this should (hopefully) create that effect.

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