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double guns


lordaloa

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I need to learn to mod hehe. I was thinking about this idea myself would love to see double revolvers. I actually had an idea about this that involved a quest to achieve the perk. Basically somewhere in the game you encounter an NPC who goes by the name Wild Bill (Wild Bill Hickok, who was said to be known for his skill with double revolvers), Wild Bill takes the player on a quest to help him which at the completion he teaches the double guns perk and can also become a companion.

 

Just a thought if anyone takes on this task feel free to use the NPC idea.

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My understanding is that it can't be done with the current game engine.

 

How so?

 

It's not that I don't believe you, but I'd be interested in seeing if there are any explanations as to why. I've got a pair of pistols in a mod I'm working on that I'd LOVE to allow the player to dual wield.

 

Is it a problem with having two items? Oblivion allowed for offhand shield use (and in some mods, offhand weapon use); there's no shields in Fallout, but the engine's are very similar and surely the potential to have them wasn't hardcoded out, right?

 

Or is it something to do with firing a single weapon from multiple points? What if someone was to build a dual gun weapon mesh: it counts as a single item for game purposes, but it looks like two weapons when equipped, and bullets are fired from two separate points simultaneously, or with a slight delay. Would that be possible?

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I'm working on a mod that allows you to use any pair of 1h weapons (excluding the .357 magnum because of it's one-at-a-time reload) to create an "Akimbo" version of the weapon in the workbench.

 

Akimbo weapons are twice the weight of a single weapon, have the same damage per hit but double the dps because, duh, there are two. All the scripting works, i just need help with the modeling, textures and animations.

 

Making a new topic for said mod time now.

 

@edit - I'm aware of the limitations of the game engine. This mod is in lieu of potential engine enhancements that allow for additional animation identifiers.

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I'm working on a mod that allows you to use any pair of 1h weapons (excluding the .357 magnum because of it's one-at-a-time reload) to create an "Akimbo" version of the weapon in the workbench.

 

Akimbo weapons are twice the weight of a single weapon, have the same damage per hit but double the dps because, duh, there are two. All the scripting works, i just need help with the modeling, textures and animations.

 

Making a new topic for said mod time now.

 

@edit - I'm aware of the limitations of the game engine. This mod is in lieu of potential engine enhancements that allow for additional animation identifiers.

 

So essentially your saying the damage is double because we would be firing two pistols at the same time, but we wouldn't be able to fire the right and left hand pistol independently or alternate them.

 

Sounds like a good solution to me. The meshes, textures, and animations seem like they could be done without too much difficulty in comparison to what stuff has already been modded. I'll be watching your new thread with anticipation.

 

Edit: Truth is no one in history has ever proven they can fire two pistols independently of each other except for supposedly Bill Hickok and a modern day shooter who had to spend

some time aiming both guns at there targets which is not practical in a real gun fight. My take would be either alternating fire at a single target with two pistols or firing both pistols in

unison at a single target. Either way shooting down one man on one side of the room and the other on the other side would be a incredible gunmen feet indeed considering you have

to aim each gun at the same time and our vision restricts aiming at two separate targets that are separated by a distance. Bill Hickok did something along those lines but he was

said to be doing it as a showmanship situation and had some time to aim both pistols, though he is still known to be just as accurate with his left revolver as his right hand one which

is a feet of skill all it's own.

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Recently I found a dual set of fist weapons. Some sort of iron spike thing unique weapon "Love and Hate" I think it was, basing off of this.. I would say it's very possible to make dual pistols. The only problem that comes up in this case is the firing nodes, which was the big complaint with Fallout 3. And beyond that, if someone can make ironsight animations, and 3rd person ironsight animations, they can surely make first person and 3rd person dual gun animations. It's not the problem of animation, it's the problem of getting that second gun to actually fire, and for them to both have firing nodes. However, I think if you can make a dual fist weapon that uses both hands to strike in Fallout NV, then you can make dual pistols. Not saying it's easy, but you can't deny the possibility that if done by certain methods there isn't much of a problem.
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