dco28 Posted June 24, 2013 Share Posted June 24, 2013 You guys could try this mod, which lets you equip a duffle bug full of guns :) http://newvegas.nexusmods.com/mods/41284//?http://i1288.photobucket.com/albums/b491/dco28/fnv11_zpsfc76d1ef.jpg?t=1371972358 Link to comment Share on other sites More sharing options...
tahujdt Posted September 22, 2013 Share Posted September 22, 2013 This has been bumped more than my little sister in the Chuck-E-Cheese bumper car pit. Let's keep it going! In all seriousness, I could probably do this if I knew what language F:NV modders used, so I can learn it. Any good tutorials? Link to comment Share on other sites More sharing options...
devinpatterson Posted September 22, 2013 Share Posted September 22, 2013 Yeah, yeah, I'll get to it. Probably do a apocalyptic cowboy loadout soon. But the rifles will all pretty much use the same orientation/coordinates so they are basically ready to go. Post which longrifles you want converted first and I'll start on those. Link to comment Share on other sites More sharing options...
tahujdt Posted September 22, 2013 Share Posted September 22, 2013 AMR, obviously. Link to comment Share on other sites More sharing options...
Dandie Posted September 22, 2013 Share Posted September 22, 2013 (edited) Yet another bunch of info on that one. As mentioned pages before, there was a mod exactly like this for FO3, but there was some serious conflict between mod author and moderators of Nexus, so it was banned (if I recall correctly, the reason of the conflict was that someone left some rude comment on mod authors page, and he reacted in the same manner).Anyway, here's the link to the mod (hope I'm not violating any rules): http://www.youtube.com/watch?v=8jSpjJnA89oAs you can read, he's not going to port it over to NV. What's more, I did some "research" myself, and I don't know if this possible at all, though I'm not good with scripting. The problem lies in weapon mods - they are hard-coded (as far as I know), and I don't know if there is a way for a script to check what mods are installed on a weapon. There is a very complex script in the original mod, covering many weapons, and adding all those variantions with weapon mods will be a hell of a work. Edited September 22, 2013 by Dandie Link to comment Share on other sites More sharing options...
devinpatterson Posted September 22, 2013 Share Posted September 22, 2013 there was a mod exactly like this for FO3, I wanted to develop a method independent of that author, so I use my own method without any crossover. It wouldn't make sense to me, to possibly taint this mod with one that has been banned. Especially since it's not a difficult mod in concept. It's the just the actual execution (orientation, location) of the models that is time consuming. The method I use is pretty straightforward but is prone to being overwritten by other mods (so I may revamp it). The problem lies in weapon mods - they are hard-coded (as far as I know), and I don't know if there is a way for a script to check what mods are installed on a weapon. There is a very complex script in the original mod, covering many weapons, and adding all those variantions with weapon mods will be a hell of a work. I couldn't say as I havn't taken a look at mods specifically. But I seem to recall a mod or two that lets you unmod a modded weapon, so the key may be there. If there is a way to determine if a weapon is modded and how then the dummy model won't be a problem. For me, I'm not too worried if it doesn't show modded weapons. Link to comment Share on other sites More sharing options...
Relios Posted September 29, 2013 Share Posted September 29, 2013 This sounds like it'd be pretty tough to make, what if someone wants to have three heavy-weapons equipped? that wouldnt look so good on the usual side-arm hip spot xD Link to comment Share on other sites More sharing options...
devinpatterson Posted September 29, 2013 Share Posted September 29, 2013 This sounds like it'd be pretty tough to make, what if someone wants to have three heavy-weapons equipped? that wouldnt look so good on the usual side-arm hip spot xD Heavy weapons don't go in teh side-arm hip spot. And only 1 weapon can go in each body slot. On a related note, I don't have any plans for heavy weapons unless a lot of people demand them. Link to comment Share on other sites More sharing options...
Dandie Posted October 1, 2013 Share Posted October 1, 2013 (edited) Heavy weapons don't go in teh side-arm hip spot. And only 1 weapon can go in each body slot.On a related note, I don't have any plans for heavy weapons unless a lot of people demand them. I don't think it's worth the trouble, acutally. They don't have any holster animations, and considering their bulky appearance, plus having backpacks on some of them - don't see many options on how they even could be holstered. Just as random idea, I think when you finish your mod, it would be awesome to make a separate plugin that will turn those weapons (flamer, gatling laser, plasma caster etc.) in more of a "heavy combat, but slow to travel" thingies. In my opinion, it would seem appropriate to make them drop upon holstering, but to give them even more power. So if you know there is going to be some great battle, you take your gatling, if you just exploring - then stick to pistol/knife/rifle combo.After all, you can use pack brahmin mod so it will be the poor animal carrying your heavy weaponry. Edited October 1, 2013 by Dandie Link to comment Share on other sites More sharing options...
devinpatterson Posted October 1, 2013 Share Posted October 1, 2013 I don't think it's worth the trouble, acutally. They don't have any holster animations, and considering their bulky appearance, plus having backpacks on some of them - don't see many options on how they even could be holstered.Yeah that's pretty much the way I feel as well. Just as random idea, I think when you finish your mod, it would be awesome to make a separate plugin that will turn those weapons (flamer, gatling laser, plasma caster etc.) in more of a "heavy combat, but slow to travel" thingies. In my opinion, it would seem appropriate to make them drop upon holstering, but to give them even more power. So if you know there is going to be some great battle, you take your gatling, if you just exploring - then stick to pistol/knife/rifle combo.So it would be kind of like the turrets you break off and carry with you in Halo? It's certainly an interesting idea and I like it, but I'm just guessing you probably couldn't do it with the vanilla assets. Too much pushback. But maybe some custom weapons in a specific adventure/mod. Give em a fair amount more kick, add a script that on under the equip block slows your speed & on the unequip block drops the weapon. After all, you can use pack brahmin mod so it will be the poor animal carrying your heavy weaponry.I do have a "do it yourself caravan mod" I made a long time ago when I first started. I was thinking about updating some time in the future. And now that I know how to use NiVisControllers (well one way, I don't think it's the proper way because it's so damn laborious) I could make heavy weapons appear on the brahmin packs when they were added to the bramins inventory. So that could work. Link to comment Share on other sites More sharing options...
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