epidemikk Posted April 3, 2012 Share Posted April 3, 2012 okay, so here's the deal: i have apocalypse armoury, and i really like the m72a gauss rifle (the automatic one). however the ammo type it uses (2mm ec) are rare so i decided to fiddle around with GECK to have it changed to using dirt cheap EC packs instead. NOW THE PROBLEM. in the geck i loaded up apocalypse armoury, and added a new weapon id and pretty much copied all the stats and data from the original m72a to create mine that uses EC packs. note all the details are identical except the ammo type. i placed it in game, but when i reload in third person mode the reload animation is glitched and plays out weird (it doesn't use the rifle reload anim. but instead uses AEP laser rifle anim or something) (also it plays out normal while in sneak mode, but not in walking or standing still mode). i have checked the 'reload anim' in GECK and it is the same as the original m72a (which works fine). what's worse is now a different weapon, the laser blaster, will point upwards and shoot upwards after i reload in third person. the problem is resolved if i reload in first person. but this takes out immersion for someone that enjoys 3rd person mode. please help. I'm not a GECK wiz, so im not sure what it is im doing wrong. the problem persists even if i re-install apocalypse armoury, and seems like its caused by me using GECK help me, obi-wan (of nexus forums), youre my only hope Link to comment Share on other sites More sharing options...
vforvic Posted April 3, 2012 Share Posted April 3, 2012 OK this can be a little complicated. I myself don't understand totally the workings of Animations, but I can at least point you in the right direction or someone else can get more percise and indepth if needed.If you look at that weapon you will see a script called "GaussCarbineAutoWeapScript" and inside this script you will see a line that points to an Actor Effect that says "rContainer.CastImmediateOnSelf SMG2hReloadActorEffect". Open that Effect "SMG2hReloadActorEffect" you will see a Base Effect called "SMG2hReloadEffect" and if you open that Base Effect you will see it has a script attached called "SMG2hReloadEffectScript".Now when you look inside this script you will see where it controls what reload animations occur depending on whether the Player is in 1stPerson "if IsPC1stPerson == 1", or is sneaking or not "if Player.IsSneaking". For example, if you have the M72A Gauss Rifle equiped and you are sneaking and not in 1stPerson "player.PlayIdle SMG2hReloadSneak" tells FO3 to play the SMG2hReloadSneak animation.Now on the GECK top menu go to Gameplay then Idle Animations. This will open the listing of the Animations defined for use in the game. You should now see "Characters\_Male\IdleAnims" on the left probably 2 down the list. Click the + and look down the list for "LOOSE" and then look down that list and near the bottom you will see SMG2hReloadSneak. This is the animation that the script said to use when the Player was not in 1stPerson and Sneaking. You can click on it and you will see the animation Art file "SMG2hReloadSneak.kf" is used for this animation. This SMG2hReloadSneak.kf animation file is part of the mod and included in the mod download and install. So this is what is happening...probably. :) You went in and made a new Weapon ID and tried to match all the settings of the original. Normally this would work fine, but not in this case. Even if you matched all the settings exactly it would not work. The reason is because the Scripts used require the Weapon ID to be exactly the same for the animations to work. The Script is looking for "WeapGaussCarbineAuto" and if it does not match exactly then it just won't work. So a couple of things.When you are trying to make a Weapon you don't have to make a new ID and match the settings. Just open the original and then change the ID and when you close you will be prompted to "Create a New Form?". Just say Yes and you will have an exact match of the Weapon except the ID will be different. Fixing your issue. First you have to change the name in the Script the Weapon itself uses to match the new Weapon ID. Then you have to follow the trail like above to make sure you get all the required Effects, Scripts and Animations that the weapon uses. This means making sure, if used or needed, you get the correct kf animation file as well as all the Meshes, Textures, Sounds, Pipboy Icons and Effects if you are going to uninstall the original mod. Link to comment Share on other sites More sharing options...
panzersharkcat Posted April 8, 2012 Share Posted April 8, 2012 An alternative is Ammo Press with CALIBR. 2mm EC is dirt cheap with that mod. It costs the same as 5mm ammo. I never run out of ammo for the M72 Gauss Rifle and the MEC Gauss Minigun because of that. Link to comment Share on other sites More sharing options...
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