dwarf99 Posted November 6, 2007 Share Posted November 6, 2007 My favorite genre is what I call powder punk... others call it steam punk cause trains came shortly after guns, but what I am looking for if you have not already found out by now is a full arsenal of black powder guns like bp pistols and rifles. MAYBE cannons but they are not necessary Link to comment Share on other sites More sharing options...
Sypron Posted November 7, 2007 Share Posted November 7, 2007 Canon on the other hand, are possible. I've seen a video of a stationary, yet move able canon (imagine a sign for a shop, you can grab it and move it, but only within a certain boundary). You aim the canon where you want it to fire using "z", then activate it and it fires a fireball. Link to comment Share on other sites More sharing options...
untitled Posted November 7, 2007 Share Posted November 7, 2007 Couldnt you import a mesh of a gun and make the property's the same as a bow? and then, when you can. change the animations, so instead of pulling the arrow back. it looks like hes cocking the hammer. with some time and skills i think its hell possible Link to comment Share on other sites More sharing options...
dwarf99 Posted November 7, 2007 Author Share Posted November 7, 2007 didn't explain much except that the attitude towards rapid fire guns is they suck, but i want a NOT rapid fire gun, in fact I wouldn't mind if paralysis for 10 seconds was added to the gun to represent the reload time Link to comment Share on other sites More sharing options...
Sypron Posted November 7, 2007 Share Posted November 7, 2007 If you change the animation for the bow, it affects all bow animations. That means everyone is shooting like they have guns, even if they have a bow. This has been discussed many times. Search it. Link to comment Share on other sites More sharing options...
untitled Posted November 7, 2007 Share Posted November 7, 2007 If you change the animation for the bow, it affects all bow animations. That means everyone is shooting like they have guns, even if they have a bow. This has been discussed many times. Search it. aah fair enough, im new to the forums so i don't really know whats been talked about and what hasnt :) i always thought creating a new form would fix this.. Drag Link to comment Share on other sites More sharing options...
rigan021 Posted November 9, 2007 Share Posted November 9, 2007 If you change the animation for the bow, it affects all bow animations. That means everyone is shooting like they have guns, even if they have a bow. This has been discussed many times. Search it. hi, i just saw this and had an idea to add to it! Couldnt you make this mod only to the people thats willing to secrifice using a bow?? or does it affect the npc's ass well?? and if thats the fact, cant you just an animation?? or is to much? Link to comment Share on other sites More sharing options...
dwarf99 Posted November 9, 2007 Author Share Posted November 9, 2007 you could actually make new idleanims and nif files, and make a esp file that uses those files, but i don't know how to make an idleanim. I don't know how to make a nif file either. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 9, 2007 Share Posted November 9, 2007 hi, i just saw this and had an idea to add to it! Couldnt you make this mod only to the people thats willing to secrifice using a bow?? or does it affect the npc's ass well?? and if thats the fact, cant you just an animation?? or is to much?By replacing the bow animation you would affect all NPCs which use bows. This means that you would also have to replace all bow items with gun items. Since you would have to replace all bows with guns, you would have to also replace animations for bow using creatures (skeletons, froggy guys in SL, ect.). Now that would work, if you didn't mind the technical aspect of having the gun behave like a bow (the longer you hold down attack, the further the projectile goes), and could work out some of the serious issues involved with making the animations and the items work properly (drawing the gun is one thing, controlling the projectile is another). And if you could somehow fix the issue where a fast moving projectile won't even hit detect when it passes through an NPC, but that is alot of 'if's". The 100% replacement is theoretically possible, but would be a mod beyond most people's abilities (given all the meshes and animations that have to fit together flawlessly), would take a great amount of time, and the result may still be bad. you could actually make new idleanims and nif files, and make a esp file that uses those files, but i don't know how to make an idleanim. I don't know how to make a nif file either.Idle animations are ilde animations. They don't actually do anything. An idle animation with you pointing and shooting would only work visually, it would not create any projectile, it could not be used as an attack, it could not be aimed, it will not do anything while in 1st person. If you try to have a script replace the attack animation with an idle, that attack animation will be canceled. The same is true for spells. While you could maybe use an activator to cast the spell, giving that spell a target just doesn't work very well. This is why there aren't any decent mods which have a sword or weapon which shoots any projectile, although the animation is there, there are no good ways of controlling where that projectile ends up without first hitting the target with a script. Nevermind the task of actually making the weapons or animations. Yeah, you could probably use a monster script to pulse out from the player, hitting everything in the area, then based off where the player is looking, determine if that script should cause a spell to be fired from the player to the target, But those sorts of scripts are complicated to make, and usually have a high performance cost. Having to use a spell to get anything to be shot at that target only makes it worse. In this case, you can't really use an activator, even if you were willing to try and have the game work out all the math involved with aiming it. This is because that script would be just too complicated to run quickly. Speed is an issue since you don't want the effect being shot whole seconds after the animation due to script lag. Link to comment Share on other sites More sharing options...
dwarf99 Posted November 9, 2007 Author Share Posted November 9, 2007 ...oh... so theres no way to do it without risking a severe screwup? Link to comment Share on other sites More sharing options...
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