zhangweizheng3 Posted June 29, 2011 Share Posted June 29, 2011 Hello, I'm having some trouble with reload animation for weapons, if someone is experienced with this please help.So basically i was trying to port some weapons from New Vegas to Fallout 3 (Imperator's weapons). basically, i'm just changing the master file and file version in geck to port it over. i did a few edits like changing repair list and changing ammo type to those exist in Fallout 3 but really stuck on weapon reload animations. Basically most of the weapons use ReloadF as its reload animation, however in Fallout 3, ReloadF is the reload animation for laser pistol, so when i try to reload the weapons, the wrong oneshows up and the ammo clip also won't come off, i tried switching it to all of the other animations but none ofthem have clips coming off, its really wierd that the clips stay intact even when some other matching reload animationsare used like the ones for assault rifle and chinese assault rifle for Fallout 3 (ReloadA and ReloadE). what i found even wierder is that the ReloadF animation is shared between many different types of weapon for New Vegas,it is used for assault carbine, service rifle, laser pistols, they are totally different types of weapons!!! so i was wondering if anyone can shed light on this, i have always wanted to use those amazing NV weapons in Fallout 3. Link to comment Share on other sites More sharing options...
zhangweizheng3 Posted June 30, 2011 Author Share Posted June 30, 2011 anyone? Link to comment Share on other sites More sharing options...
Moraelin Posted June 30, 2011 Share Posted June 30, 2011 Hmm, are you sure the node is named the same as for the weapons using the ReloadA or ReloadE animations? If you want your clip (or bolt or anything else) moved by a particular animation, it must exactly match the name of the node it's trying to move. Link to comment Share on other sites More sharing options...
Schreiter Posted February 3, 2013 Share Posted February 3, 2013 (edited) I suspect that the names of the nodes in the NIF files are inappropriate to the animation. I've noticed that the animated parts of a gun won't work if i accidentally set the animation in the ESP/ESM to something other than it should be. For example the record (in FalloutNV.esm) for the 10mm pistol uses the "ReloadA" animation, and it's magazine node (in 10mmPistol.NIF) is named ##Clip followed by ##Clip:0, while the 9mm pistol uses the "ReloadL" animation, and it's magazine node is named ##nmClip followed by ##nmClip:0. I suspect if i swap the animation settings without changing the node values, the animated parts wouldn't move. I would figure out what gun uses the "ReloadF" animation and rename the node values accordingly. Edited February 3, 2013 by Schreiter Link to comment Share on other sites More sharing options...
Heffy Posted February 5, 2013 Share Posted February 5, 2013 Well, renaming the nodes will, indeed, make those parts move, but it will most probably look like a big mess (like, for example, the bolt sliding 10cm above the weapon, etc...). The nodes need to have the same name as in the .kf, but they also need to have the same coordinates as the original nodes. Link to comment Share on other sites More sharing options...
Recommended Posts