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Dual-Wielding One-Handed Guns


YesRoyalty

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I know there's always folks bringing up the subject of dual-wielding weapons, and I know it's been tried and failed countless times. I would like, however, to throw a couple of ideas out into the ether and see what you guys think.

 

 

1. Rather than have a system of assigning weapons to separate hands, create entirely "new" weapons which are just two of the same gun, but which the game sees as one weapon. (This is probably the most obvious facet of making such a mod; in fact I'm pretty sure I read it somewhere.)

 

2. Perhaps, rather than finding these Dual-Wield weapons in the wasteland, they have to be created at a workbench (i.e. 9mm Pistol + 9mm Pistol = Dual 9mm Pistols. Hardly a difficult concept).

 

3. It must be possible to alternate firing animations between hands; this is demonstrated by the alternating punching animations of the unarmed combat style. It should theoretically be possible, in building custom animations for the holding and firing of these weapons, to program it so that when you click the fire button once, it fires from the left, and the next time you click it fires from the right, and then back to the left, et cetera.

 

4. Smaller technical details: a dual-wield variant of a given weapon will probably have a higher Guns skill requirement than its singular counterpart, as well as (obviously) double the clip capacity and possibly slightly decreased accuracy.

 

 

Chances are that I'm going to pursue this myself as part of the project I'm working on, but I figured I'd put it out there to see if anyone has any feedback for some of these ideas, or if anyone would like to lend a hand in their creation.

Edited by YesRoyalty
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I think an issue you'd run to in your thinking (by my interpretation) would be to create a gun mesh that actually has 2 guns rather than the typical one in it? I believe this would be an issue because both arms do not move in accordance to the other, ie: when running one arm goes forward while the other goes back and so forth - but the gun mesh wouldn't allow the guns to do this, they would either be forward OR backward but not both. However, I could be mistaken.
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The idea is not to use one physical object for both guns; the "dummy gun" comment is right on the money, aesthetically speaking. What I mean in saying that the guns would be one weapon is that they would appear in the Pip-boy as one object. So rather than attempting to equip two weapons at a time - which would indeed reduce the game engine to the digital equivalent of mashed potatoes - you equip something the game sees as a single gun, but which for all appearances is two guns.

 

MojaveMike: Great feedback. Thank you.

Edited by YesRoyalty
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I think it has a chance to work. The big problem id see would be getting the muzzel flash to work on both guns properly. Maybe if you went for firing both guns at once insted of alternating fire it could be done? (set the gun to fire 2 projectiles and use 2 ammo per shot?)
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Take every weapon that fires more than one projectile and you'll notice that it won't do to make it look like two guns are firing at the same time.

 

Not to mention that you'd need to make special animations for the gun. Reloading would probably have the character dropping the gun in the off hand and drawing another gun when the reload is complete.

 

You'd really need this mod to make it look right: :happy:

 

http://www.newvegasnexus.com/downloads/file.php?id=42333

 

What I'm trying to say is that if you want the off hand weapon to actually fire then it is going to be a lot of work for a result that may not look that great.

 

It would be much easier to make fake dual wielding weapons (especially knives) like in the Experimental Laser Katana mod or weapons that use unarmed animations like the Wolverine claws mod.

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I actually had an idea regarding the muzzle flash. I don't know if it's possible to create more than one muzzle flash node or whatever, but even if it's not it could still be done. Essentially it would be rigged so that the muzzle flash point would jump back and forth between guns depending on which one was firing. As far as the reload sequence, I was entertaining the idea of creating a pair of clip-dispensing attachments to the character's belt; the character could reach down, slide the empty guns onto the new clips and pull them off of the dispensers once they lock in place, thus allowing a reload without ever needing a free hand.
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