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Changing the location/position of holstered weapons.


Nephelus

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I was wondering if anyone knew of a way to change the location and position of where weapons are holstered on the body.

 

For example, rifles are holstered on the back with the stock over the right shoulder. Is there a way to change this so that they are holstered, say, on the hip pointing downward?

 

I'd also want this to only be done for certain characters and not all characters.

 

Thanks for any advice.

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the rifle holstering anims are located meshes\characters\_male\2hrholster.kf

 

the automatic (pistol grip rifles) are 2haholster.kf

 

they might look the same ingame but they actually have different files for the regular rifle and pistol grip rifles.

 

i tried to fudge around with it awhile back, but i couldn't get the anims to export properly in blender.

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I was wondering if anyone knew of a way to change the location and position of where weapons are holstered on the body.

Yeah but your not going to like it. Here is a quick copy and paste (to save time) of a previous post regarding changing the sheathed location of a katana to the back;

 

Also I experimented with the katana. Prn has no effect, Ol_weapon has no effect, none of the blender export weapons buttons has any effect. The only thing that determines the weapon placement in FONV's engine seems to be the weapon anim type. And since I don't think we can make new weapon anim types we don't have a lot choice, if you wanted a katana sheathed on the back. I think it would have to be a scripted solution using isWeaponOut and SetWeaponAttackAnimation to swap the anim types. Two handed while sheathed will result in it being on the back (and drawn from the back as per normal), while swapping the animation types after the weapon is drawn will bring you back to a normal one handed katana, but the devil is in the details (being able to swap the anim type before the action, changing anim types while weapon is drawn etc). So this is a "in theory" thing until I get some time to experiment with it.

 

And of course you always have the option of a Daikatana or simply using the katana two handed as was it's (more) traditional use in kenjutsu.

There are other ways as well, as I showed in this post, pic;

 

 

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/ScreenShot21_zps9908c745.jpg

 

 

but they're complicated too.

 

Essentially your (in the pic above) introducing another trishape/strip that is positioned correctly and a niVis controller to turn it on and off (as well as the primary weapon) so it displays correctly only when it is "holstered". Not something I'd suggest unless your pretty proficient in this type of thing. I havn't gotten around to completing it so I can't say with 100% certainty that there won't be a show stopper somewhere in the process. And there are variations, like you could use alpha to make the primary weapon/trishape visible/invisible. Or instead of inserting a trishape into teh weapons nif you could just use a dummy weapon (rigged armor addon). But all of them accomplish the same thing, which is to hide the actual weapon's trishape/tristrips and making a different one visible when the weapon is sheathed/holstered.

 

But those are the two ways off hand that they could work, there are probably others, and they are probably just as annoying to setup.

 

For example, rifles are holstered on the back with the stock over the right shoulder. Is there a way to change this so that they are holstered, say, on the hip pointing downward?

 

I'd also want this to only be done for certain characters and not all characters.

However there may be a simpler solution. If you had it just for specific characters that you wanted to show having a weapon (or weapons) holstered in locations other than the default, I'v been working on a mod that allows dummy weapons to be holstered anywhere on a characters person. It has less than a dozen weapons completed but it's a tried and tested method that works well. It isn't exactly what your asking for, since it works on weapons in inventory instead of the currently equipped weapon, but it allows multiple weapons to "appear" to be equipped, and they can be "equipped" literally anywhere.

 

OK end of my mini novel.

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Was this ever released? All that guy seemed to have uploaded is an ENB.

 

I also absolutely hate the position of the rifles on the back, to the point that I actually keep my weapon out 95% of the time that I play that game, just because I hate it that much, so I'd love to see a mod for this. I'd almost even prefer leaving the weapon where it is when it is unholstered on the character model, only with the characters hands at his side and off the weapon like the normal holstered animation, like an "imaginary sling" per say.

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Was this ever released? All that guy seemed to have uploaded is an ENB.

 

I also absolutely hate the position of the rifles on the back, to the point that I actually keep my weapon out 95% of the time that I play that game, just because I hate it that much, so I'd love to see a mod for this. I'd almost even prefer leaving the weapon where it is when it is unholstered on the character model, only with the characters hands at his side and off the weapon like the normal holstered animation, like an "imaginary sling" per say.

 

the guy who uploaded it said he is going to release it eventually

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You can obtain that modifying the 3rd person animations and change the location of the Weapon node

To apply this only to certain actors you require a recent version of nvse where you can enable animation hook and a scripted solution that consists in scanning and identifying those actors and swap their skeleton on the fly. It can't be done with the player.

Both things are not super easy and require some experience in those subjects.

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You can obtain that modifying the 3rd person animations and change the location of the Weapon node

Hi Fallout2Am, could you expand on this for me? I'm familiar with the weapon NiNode for both 1st and 3rd person skeletons, both of which are located in the right hand for wielding a weapon. But I don't understand it's importance in the context of a weapon's *holstered* position.

 

To apply this only to certain actors you require a recent version of nvse where you can enable animation hook and a scripted solution that consists in scanning and identifying those actors and swap their skeleton on the fly. It can't be done with the player.

I'm not sure I understand what you mean by "animation hook". Could you detail what part of the skeleton would need to be different? Would you have any examples?

 

Do you have to swap the NPC skeleton's on the fly or can they be a custom race created with the modified skeleton. If so does this allow replacing some of their KFs, for instance throwing in some combat animation replacers so their moves are different from other NPCs and the player?

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