Akatosh2903 Posted October 29, 2011 Share Posted October 29, 2011 Hey guys.I made a semi-automatic version of the assault rifle, it works fine in most respects, the only problem I have is with the reload animation, originally the rifle used ReloadAnim ReloadA and AttackAnim AttackLoop, I changed the AttackAnim to AttackLeft otherwise it wouldn't fire, knowing that the reload animation would now be different I changed the ReloadAnim to ReloadC, this caused the rifle to reload like a sniper rifle, which works pretty well, reloading doesn't replace the clip however, which breaks immersion a bit. Here's my question: Is there any combination of ReloadAnim and AttackAnim that will allow the clip to be replaced like in an assault rifle?However for obvious reasons any combination involving AttackAnim AttackLoop will not suffice. If no combination of ReloadAnim and AttackAnim (without AttackLoop) will allow the clip to be replaced,here is an alternate question: Is there any way that I can make (through file editing (hopefully of a form list)) a combination of these yield the desired animation. Thanks in advance. Akatosh2903. Link to comment Share on other sites More sharing options...
Werne Posted October 29, 2011 Share Posted October 29, 2011 (edited) Set weapon values under Art and Sound tab in GECK like this: Under flags uncheck Automatic Change Attack Anim to AttackRight Set Animation Type to TwoHandAutomatic Set Reload Anim to ReloadA Set Hand Grip to DEFAULT Now it's semi-auto and it reloads like an assault rifle. Edited October 29, 2011 by Werne Link to comment Share on other sites More sharing options...
Akatosh2903 Posted October 30, 2011 Author Share Posted October 30, 2011 (edited) :cool: Thanks :smile: the assault rifle reloads properly now. If I may ask something else off topic though, I've been trying to swap the model 1stpersong3assaultrifle for 1stpersoninfiltrator or g3assaultriflescopedsilenced but I can't find a way to do so as the 1stperson model list doesn't allow me to browse for a file that isn't part of a loaded .esp file, I know that I could simply load the pitt.esp but then my mod would be reliant upon it, I don't want that. There isn't a form list that governs what files make up the 1stperson model list either, I checked. So here's the question: How can I use a meshe that isn't part of a loaded .esp file to replace an existing 1stperson model on a weapon? Edited October 30, 2011 by Akatosh2903 Link to comment Share on other sites More sharing options...
Werne Posted October 30, 2011 Share Posted October 30, 2011 Just don't use the 1st Person Model Object, I never use it, the game will then use the infiltrator model as the 1st person object. Link to comment Share on other sites More sharing options...
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