TheBlob2 Posted March 19, 2015 Share Posted March 19, 2015 a mod that adds bayonettes to all service rifles and makes the users of those rifles stab with it occasionally if their target is too close Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted March 19, 2015 Share Posted March 19, 2015 I honestly don't think this can be done. There's a damn good reason Millenia' M1897's bayonet is non-functional (at least when it's attached to the business end of the shotgun) - IIRC it was either -insanely- difficult to pull off (aka not worth the effort), or simply impossible due to engine limitations. Link to comment Share on other sites More sharing options...
claustromaniac Posted March 19, 2015 Share Posted March 19, 2015 It can be done. I know of a way to do it, but as WhiskeyRiver2 said, it's not easy, and the result would most likely not be as elegant as you probably want it to be anyway.I'm not saying I am willing to try. I just know it can be done. You need someone to make at least one animation for the stabs and the rest is mostly just scripts. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted March 19, 2015 Share Posted March 19, 2015 It can be done. I know of a way to do it, but as WhiskeyRiver2 said, it's not easy, and the result would most likely not be as elegant as you probably want it to be anyway.I'm not saying I am willing to try. I just know it can be done. You need someone to make at least one animation for the stabs and the rest is mostly just scripts. if that is the case, then couldn't you technically make all ranged weapons have secondary melee capabilities? Obviously not something you would be willing to do yourself, but if the bayonets part is possible, I am assuming you could script bashing someone over the head with the butt of a rifle, inflicting KO damage? If someone wanted to take up the strenuous task of creating the animations for it, that is? Link to comment Share on other sites More sharing options...
TheBlob2 Posted March 19, 2015 Author Share Posted March 19, 2015 are there seriously no 2 handed thrusting animations in new vegas?i dont use melee weapons often, but there are seriously no thrusting animations at all?! Link to comment Share on other sites More sharing options...
devinpatterson Posted March 19, 2015 Share Posted March 19, 2015 It's all about the animation, the scripting is trivial. You'r essentially just making a 2nd weapon that's a melee weapon and have a hotkey that swaps out the weapon as well as initiating the melee attack. It's not much different than JG's pistol whippin, except you use nvse to initiate it via hotkey. Link to comment Share on other sites More sharing options...
claustromaniac Posted March 19, 2015 Share Posted March 19, 2015 It can be done. I know of a way to do it, but as WhiskeyRiver2 said, it's not easy, and the result would most likely not be as elegant as you probably want it to be anyway.I'm not saying I am willing to try. I just know it can be done. You need someone to make at least one animation for the stabs and the rest is mostly just scripts. if that is the case, then couldn't you technically make all ranged weapons have secondary melee capabilities? Obviously not something you would be willing to do yourself, but if the bayonets part is possible, I am assuming you could script bashing someone over the head with the butt of a rifle, inflicting KO damage? If someone wanted to take up the strenuous task of creating the animations for it, that is? Yes, it's doable. It's all about the animation, the scripting is trivial. You'r essentially just making a 2nd weapon that's a melee weapon and have a hotkey that swaps out the weapon as well as initiating the melee attack. It's not much different than JG's pistol whippin, except you use nvse to initiate it via hotkey. That's one way to do it. I'm pretty sure it can be achieved without changing your weapon at all (through more complex scripts obviously). Link to comment Share on other sites More sharing options...
devinpatterson Posted March 19, 2015 Share Posted March 19, 2015 That's one way to do it. I'm pretty sure it can be achieved without changing your weapon at all (through more complex scripts obviously). You can by forcing an animation, and it's (IMHO) the wrong way to do it. It's needlessly complicated and a b*tch to use accurately (especially with projectile weapon, hard to hit the side of a barn, but awkward with melee weapons too). By swapping out the weapon it's seamless, your using the game engine for your attack so it functions just like any melee weapon.....it won't feel any different. Link to comment Share on other sites More sharing options...
claustromaniac Posted March 19, 2015 Share Posted March 19, 2015 That's one way to do it. I'm pretty sure it can be achieved without changing your weapon at all (through more complex scripts obviously).You can by forcing an animation, and it's (IMHO) the wrong way to do it. It's needlessly complicated and a b*tch to use accurately (especially with projectile weapon, hard to hit the side of a barn, but awkward with melee weapons too). By swapping out the weapon it's seamless, your using the game engine for your attack so it functions just like any melee weapon.....it won't feel any different. Of course, it would be a total pain to attempt to make it look well and it would probably never feel as seamless as the simpler method of swapping the weapons, but it is theoretically possible. I didn't say that's what I would attempt BTW. If I were to make something like this I would actually like it more if I could switch at any time between ranged and melee instead of being able to go melee only under very specific circumstances as suggested in the OP. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 19, 2015 Share Posted March 19, 2015 Oh also, aren't most of our melee weapon types animation slots full? So to make a new one is going to result in a replacer and that means possibly loosing something. The new animation or grip wouldn't fit whatever we were replacing (if it did fit, we woldn't need a new animation/grip). Link to comment Share on other sites More sharing options...
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