windblown79 Posted April 15, 2012 Share Posted April 15, 2012 What I want to do is use Fallout NV unarmed uppercuts and crosses in Fallout 3. I extracted the Fallout NV animations and put them in the respective Fallout 3 folders. This made Fallout 3 use the NV versions of the animations that it already called for (basic punches and power attacks), but I don't know how to make the game put the uppercuts and crosses into the punching animation cycle since it doesn't know about them. Is there a script or something somewhere that controls the punching cycle? Please help. Thanks, Josh Link to comment Share on other sites More sharing options...
windblown79 Posted April 15, 2012 Author Share Posted April 15, 2012 Well, I figured out you can't just rename an animation in windows and try to replace another animation with it. The game won't use it. There must be some kind of file header you have to edit or something. Link to comment Share on other sites More sharing options...
Heffy Posted April 15, 2012 Share Posted April 15, 2012 (edited) Well, I figured out you can't just rename an animation in windows and try to replace another animation with it. The game won't use it. There must be some kind of file header you have to edit or something. Indeed; you have to open the .kf with nifskope and change the NiControllerSequence name as well. Edited April 15, 2012 by Heffy Link to comment Share on other sites More sharing options...
windblown79 Posted April 15, 2012 Author Share Posted April 15, 2012 Ah, thanks! Say, do you have any idea why replacing some of the meshes caused the sounds for those animations to stop working? I replaced 1h melee, 2h melee and unarmed. The 2h melee seems to work fine and the power fist in unarmed works fine, but regular unarmed punching or punching with knuckles has no "whiff" sound. It still makes noise on impact with something. I looked in the GECK and noticed that a lot of weapons don't have sounds assigned to them but they still work. I tried assigning the "whiff" sound to Fists in the GECK, but that didn't do anything. Is the information for the sound effect embedded in the mesh itself or something? Link to comment Share on other sites More sharing options...
windblown79 Posted April 15, 2012 Author Share Posted April 15, 2012 A bit of success! I did manage to successfully rename the file and get it into the punching cycle. Not exactly how I wanted, though. More experimentation needed. Link to comment Share on other sites More sharing options...
windblown79 Posted April 15, 2012 Author Share Posted April 15, 2012 Okay, I replaced 2 of the 4 existing regular punches with the uppercut and cross and also figured out how to fix the sounds. I really wanted to ADD two more punches to the cycle instead of replacing them, but I don't know how or if it's even possible. Link to comment Share on other sites More sharing options...
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