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Double-action revolver with hammer-cocking hotkey.


ancientwillow

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The basic idea is that the revolvers are double-action by default, with an accuracy penalty. At the press of a hotkey, the player pulls the hammer back, and the next shot will be considerably more accurate.

 

Is this even possible ATM? You wouldn't need any custom animations, at least. I've no modding experience whatsoever but if someone could point me in the right direction I could look at doing this myself.

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Ok, I've spent quite long time on how 44 animations work (see my Toogle Revolver Fanning Mod if you haven't seen it already). And I think but I'm not sure what you want is possible but it will have at least two bugs - 1) the hammer will be always pulled back, 2) there are no key listeners to use in script and until F4SE adds that, the hotkey which pulls the hammer back will be consumable item. So if you still want it, I will try to do that tommorow if I have time (I'm working on fixing my other mod's issue too), I'm not promising that it will work but I will just try...

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Really really appreciate the offer, but I'll be honest with you, having the hammer always cocked would hurt my gun nut sensibilities :wink:. I probably wouldn't use the mod, so don't worry about it unless you think others would appreciate it.

 

Just would like to know if it will be possible to fully implement some time in the future, particularly now that we finally have custom anims.

 

Thank you for the reply and the extremely generous offer.

Edited by aj_
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That's actually a pretty nice idea.

 

Wouldn't it look the same as when you are in god mode and use a revolver?

 

What should happen is that when you press the shoot button the hammer is cocked and released very quickly, almost imperceptibly.

 

From what shavkacagarikia has said, I'm guessing that the revolver's idle animation has the hammer cocked, so someone would need to copy that animation but with the hammer down. And possibly alter the shooting animation as well if cocking the hammer is part of it. And then somehow add these new animations into the game's logic.

Edited by aj_
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