gratuitousHair Posted April 17, 2017 Share Posted April 17, 2017 i was just wondering if it would be possible to, or how to, remove or at least shrink considerably the muzzle flash of suppressed weapons. i was playing a one life old man courier who's lived as long as he has in his profession thanks to how sneaky he is. and i found it kind of disappointing that when i use something like the ratslayer or 22lr silenced pistol, i get a huge muzzle flash coming out of the barrel. for the character, and My Immersion™, i wanted to either replace or remove entirely the muzzle flash of at least the ratslayer and 22lr silenced pistol. if anyone feels generous enough to take care of it for me, i would greatly appreciate it, but i'm also open to advice on how to do it myself. Link to comment Share on other sites More sharing options...
KiCHo666 Posted April 18, 2017 Share Posted April 18, 2017 Yep, this bothers me a well.Problem is the way weapon upgrades are handled. Ranged weapons have one muzzle flash effect per weapon and are not affected by upgrades such as silencer.Maybe possible workaround would be to actually add a different weapon of the same name and stats when silencer is attached with it's own muzzle flash. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 20, 2017 Share Posted April 20, 2017 What about moving the projectile node back on weapons with different models (which I imagine most silenced weapons have) so that it's partly in the barrel....it might appear to reduce teh muzzle flash. Link to comment Share on other sites More sharing options...
Mktavish Posted April 20, 2017 Share Posted April 20, 2017 (edited) Well you can just turn the muzzle flash off on the projectile ... but you could also just give it a different light with smaller radius. Looks like all the bullet type weapon projectiles are using ... Light object "MuzzleFlashOrange352"So you could find that light object in the object tree under "World Objects / Light " Duplicate it , then give it a smaller radius.Then go to the projectile object under "Special Effects / Projectile / 22LRPistolProjectile " for the "WeapNVSilenced22Pistol" for example. And at the top right , select your new light object in the drop down. You could do this change in one of your other .esp's of your load order , so you don't have to create a new .esp just for that change. And I believe you'll have to toggle archive invalidation for it to take effect " Off / On " Edited April 20, 2017 by Mktavish Link to comment Share on other sites More sharing options...
devinpatterson Posted April 20, 2017 Share Posted April 20, 2017 Well you can just turn the muzzle flash off on the projectile ... I think you missed the point of gratuitousHair's post. Making a smaller muzzle flash isn't the problem, that's easy/trivial. GratuitousHair wants it only for silenced weapons, and that's a problem for upgraded armament with weapon mods....as they don't have a option to change the muzzle flash with the mod. Weapons modded with a weapon kit don't have a new or different ref/base id to differentiate them. Later versions of NVSE can determine if a weapon is modded, but there isn't (as of yet) a NVSE function to access/change muzzle flash. They do have an option for different models for each weapon mod (which is where my suggestion comes in), or you can shoot for a new base object (and swap the item out by script, as KiCHo666 mentions). For Ratslayer it's easy, for modded weapons it's a problematic situation. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 20, 2017 Share Posted April 20, 2017 Here by the way is one for Ratslayer (with half the radius) Link to comment Share on other sites More sharing options...
Mktavish Posted April 20, 2017 Share Posted April 20, 2017 Well you can just turn the muzzle flash off on the projectile ...I think you missed the point of gratuitousHair's post. It was pretty clear the OP would like to know how to do it themselves , if a comprehensive mod for publishing and taking care of all the suppressed weapon possibilities wasn't going to be made anytime soon.Hence the OP can just go in the geck and either turn off the muzzle flash per projectile they are using ... or duplicate another light object with smaller radius , and alter the projectile object for that , in order to reduce muzzle flash. But yes for a comprehensive mod for all suppressed weapons , and ready use for everybody.You could use "SetWeaponProjectile" But making a mod for publishing , and just altering stuff for your use ... 2 different things.And why wouldn't the OP want to know how to just alter the few weapons they use ? Link to comment Share on other sites More sharing options...
devinpatterson Posted April 20, 2017 Share Posted April 20, 2017 But yes for a comprehensive mod for all suppressed weapons , and ready use for everybody. You could use "SetWeaponProjectile" It alters the base id so it affects weapons with silenced mods and without silenced mods attached. Perhaps I should have been clearer when I mentioned the NVSE function. As a practical example, using the command on the 10mm pistol will use the new projectile (smaller muzzle flash) whether the pistol had the modified silencer or not. Once again this all goes back to the way weapon mods are handled by the game engine. And why wouldn't the OP want to know how to just alter the few weapons they use ? Never stated he or she wouldn't, rather I posted to emphasize the issue with weapon mods in this context (see my quote below); GratuitousHair wants it only for silenced weapons, and that's a problem for upgraded armament with weapon mods....as they don't have a option to change the muzzle flash with the mod. For Ratslayer it's easy, for modded weapons it's a problematic situation. I'm not trying to bust your chops or be antagonistic (or at least that wasn't my intention), rather I'm simply stressing the complexity of the issue in hopes someone does have some ideas of a viable work around. Link to comment Share on other sites More sharing options...
Mktavish Posted April 20, 2017 Share Posted April 20, 2017 Yes I know the Base ID is what needs to be changed ... specifically on the Art and sound Tab , Projectile drop down.Which then you can have another Projectile in waiting ... to then use "SetWeaponPojectile" But of course you wouldn't want to call this until you could determine the player was using a modded weapon.Which you made allusion to with this statement "Later versions of NVSE can determine if a weapon is modded " So I assume that is correct ... since I am not familiar with that function. But my point was all this is not needed if the OP simply wants to mod a few weapons for their use. And yes it would change the muzzle flash for that weapons projectile no matter if it had a silencer or not. And for a specific playthrough , I don't see it as a problem if the muzzle flash is such a big problem in the first place. Not every modification has to be Leet and comprehensive to a point for all possible users. Hence the geck tool is there for a game user to customize for their particular play experience. Link to comment Share on other sites More sharing options...
Mktavish Posted April 20, 2017 Share Posted April 20, 2017 To add about busting my chops ... if I am getting stuff wrong ... please do bust my chops. But I am discussing a point of fact in my view ... about the OP easily changing it for their game ... and until proven otherwise will stick by it. Link to comment Share on other sites More sharing options...
Recommended Posts