clintmich Posted October 28, 2011 Share Posted October 28, 2011 I have created a new throwing grenade. In game when i pick it up, I can equip it. I can throw it, and I see it flying through the air just fine. But when it explodes, the explosion occurs where my character was standing, instead of where the grenade landed. Is there a way to fix this? any help is greatly appreciated. Thanks clintmich Link to comment Share on other sites More sharing options...
Astymma Posted November 20, 2011 Share Posted November 20, 2011 I have created a new throwing grenade. In game when i pick it up, I can equip it. I can throw it, and I see it flying through the air just fine. But when it explodes, the explosion occurs where my character was standing, instead of where the grenade landed. Is there a way to fix this? any help is greatly appreciated. Thanks clintmich I just did something similar, i.e. I created an esp to use the Stielhandgranate resources recently released for an FONV mod. Do you want me to toss you a copy of the esp so you can look at a working grenade esp? (PM Email if you do) But basically, you'll need a weapon (the grenade NIF) and a projectile (also the grenade NIF). The weapon is what's in the hand, the projectile is what flies to the target (all of this I assume you know already). Basically you probably have one small setting in the weapon and/or projectile records that is off. Probably simpler to compare your esp to my esp and check each setting to see where it's off... Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 20, 2011 Share Posted November 20, 2011 Never seen that problem before.. How are you making the explosion occure? Generaly one sets the explosion effect of your projectile data. The only time I ever got explosions to occure in the wrong spot was when I tried to script them instead. Never worked out. Are you using your own models? If so, Try installing your own models into the normal frag grenade and see if the behavior persists. Fallout can do some wacky things if your model is missing the 'nodes' it uses for some tasks. Link to comment Share on other sites More sharing options...
Werne Posted November 20, 2011 Share Posted November 20, 2011 (edited) The model is not the problem, it's something with your weapon settings. And as Cyberlazy said, when you script a grenade weird things start happening, trust me. You could try comparing your created grenade with the vanilla one in GECK, that way you can see if you messed something up. Edited November 20, 2011 by Werne Link to comment Share on other sites More sharing options...
Astymma Posted November 20, 2011 Share Posted November 20, 2011 The model is not the problem, it's something with your weapon settings. And as Cyberlazy said, when you script a grenade weird things start happening, trust me. You could try comparing your created grenade with the vanilla one in GECK, that way you can see if you messed something up. Never said the model was the problem. I said it was something small likely in the records, as in the DEST or DSTD or perhaps an incorrect setting such as MinRange in the DNAM or wrong explosion type, etc. etc.. Was offering a comparison esp of a single edited grenade esp (which I sent you a PM about btw Werne since it's an implementation of your Stielhandgranate resource). Of course, comparing grenade records in Fallout.esm is just as easy, just a lot of clutter there. Might be easier to see it in a simple esp containing the addition of just one grenade type is all. :) Link to comment Share on other sites More sharing options...
Werne Posted November 20, 2011 Share Posted November 20, 2011 @Astymma Stuff in my mailbox are getting lost all the time :facepalm:, maybe it's time for me to clean it up a bit. Anyway, I messed up the part about the model, I've read the first post and then I continued reading some tutorial on blender and it all got mixed up. Plus I responded to a thread that is almost a month old, and clintmich probably solved his problem by now. Link to comment Share on other sites More sharing options...
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