Jump to content

Submachine Gun Muzzle Brake And Suppressor Alignment


jak2921

Recommended Posts

howdy jak2niner2won;

 

I have to ask a question;

are you using 'any mod, any weapon'

or custom weapons mods at all?

 

I ask, as there was an issue with Any Weapon Any Mod,

which caused all classes implements to be selectable,

so you'd apply the mod, and it would look different when you leave the bench...

perhaps, this has happened here?

and, the mod-part is not aligned, because it is not a sub-machinegun part.

 

a trick, is to build from scratch the submachinegun suppressor by itself,

then, when you go into the menu with the implement you want to mod,

it will say 'attach' instead of 'build' when you get to the right suppressor,

if you have it in your inventory.

 

I hope this helps, and be sure to share some imagery

of your modded-weapon combinations :smile:

Link to comment
Share on other sites

No Im Not Using Any Mod That Alters The Visual Components Of The Submachine Gun Just Gunsmith Extended And Wasteland Imports.

But What Im Talking About Has Been With Me Since Before Modding My Game.

The Muzzle Brake And Suppressor Seem To Be Shifted Down On The Muzzle Of The Submachine Gun.

Ive Attached Workbench Pictures Showing This.

 

Edited by jak2921
Link to comment
Share on other sites

indeed,

that is odd, thanks for sharing some visuals to assist too.

hopefully a mod-pro will be able to help a lot more than yours truly hehe.

 

-----

it seems wasteland imports lowers the align point for each of the components.

 

I'll ask a friend to look at the zeroed co-ordinates and see if they're different.

 

the different components were 'zeroed' differently,

so as to prevent certain combos from being made.

so, what some folks report as a 'glitch' or 'bug' with "any mod any weapon',

is not an artifact introduced by that mod as such,

it is from the different zeroing values on the components in game.

changing that zeroing value as the global.variable,

changes how all other guns that use that part look too... it's tricky hehe.

 

at some point, that functionality like

"any mod any weapon" was changed pre-release,

and block-coded out.

 

-----

in the meantime,

-you could try "Any Mod Any Weapon" -

and use suppressors which look better and affix to the barrel better,

- you can try a modder's "Lazer RCW port to FO4" mod, and equip the parts from the FO4 base tommy gun - this would also allow you to

have different textures etc, in addition to an easy alternate set of zero-points.

-you could manually alter the zeroed values for the component itself - that is done in CK and F4SE etc,

and WILL alter how other implements look with that component, if you change it as a global.variable.

 

at some point,

the mod to 'drag and drop' / 'read-write the zeroing variable' for the component

in your instance of the gun,

that mod will be completed and you'll be able to

drag and drop the 'zero-ing point' for each component on your weapon,

to get the alignments to look better.

This will be great for correcting some weird things with

pipe-weapon overhaul and for custom weapons that are subjected to

"any mod any weapon" - :smile:

 

varmintslayer4.png

Above: note the 'suppressor suppressor' - these two instances have the same zero-ing point,

they are 'nested' inside one another, instead of being end-to-end on top of each other, or 'two abreast' with a floating barrel/suppressor,

as had happened in earlier versions of "any mod any weapon".

when you add slots to your weapon, you can also assign where you'd like the zeroed point and orientation, so using a pen and paper,

note down the zero-point and what direction is best for correct orientation.

nesting can cause instability such as random CTD or mesh-edge-collapse etc... so be careful hehe.

note, also the pipe-rifle variant of magazine - when reloading, it will sometimes fly into the air,

because the zero-point is not aligned to this model.

the scope is also floating - it is too high, and needs it's zero point moved down and to the right.

 

halfdozen6.png

Above: the handle on this has a different zeropoint, so if you start your build with the handle, and change the

middle 'sniper barrel' to a part with a different zeroed config,

the handle will have it's zero point inside of the new part...

such that the bands of the hand-grip on this sniper barrel will not line up to where

the player-model is gripping the gun.

the glow-y chamber from the grip will be 'inside' the 'sniper barrel', causing all kinds of weird glowy-effects.

oh, and the reflex sight needs to have a different placeable zeroing point,

 

so as you can actually see the front sights from the reflex sight, and not just barrel hehe.

the zeropoint is usually at x = get.that.variable.|gunpart2| y = get that.variable.|gunpart2| and z = get.that.value.|gunpart2| - 30,

when you want the Z to be + ~40

the wires and everything else line-up though.

 

so, if you edit the zeroing point value for

your suppressor part on |just the instance # of your gun|,

make sure to raise the Z for the suppressor by maybe 10 units.

i think it is Y you'd raise by ~4 to get the suppressor to just make contact with

the tommygun's barrel thread.

 

I hope this helps somewhat.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...