Mktavish Posted May 18, 2018 Share Posted May 18, 2018 Ok I take it back ... the RailwayRifle.nif is included in the FNV assets. But it is missing 2 other .nifs that are found in the Fo3 archive. So not really sure what's going on with that. There is no Weap object to be found in the FNV main file .esm But there is of it within the "Static /weapons/1stperson" So it would seem you could use the model legally , if it will function without the other missing .nifsAnd to make it use the iron sites animation. Pretty sure you would have to add that to the model using NifSkope. But I digress ... need somebody that actually knows how those work , like PixleHate or Uhmattbravo as mentioned by EPDGaffney . Add edit : But in my seems to be method of what is happening.With Iron sites ... it tells it to move the model all the way centered on the 1st person camera ... vs just moving it about 2/3rds the way diagonally that it did with Fo3 vanilla upon hitting right mouse (aim/block control)Therefore it is some scripting internal to the .nif vs it being an external script reacting to the aim control. Just a mention to clarify it in my head :wacko: Link to comment Share on other sites More sharing options...
Mktavish Posted May 18, 2018 Share Posted May 18, 2018 Whoo, forgot. Now that i got that sorted out found a new problem, toggling the Has Scope flag does not make the weapon use iron sights, the "Don't use iron sights" flag is not ticked so thats odd. Its like still behaving like a scoped weapon only with the missing scope overlay. Also, apparently, i have to re-equip the weapon for the change in flags to actually take effect. Any way to force the game to re-evaluate or must i use a blitz un-equip-re-equip? Where is that flag ? I am not seeing a flag of that name on the WEAP object. Hence I am probaly totally out to lunch on my mentions. Plus then just noticed where you said you aligned the iron sites node on the .nif Hence what I was suggesting at in the first place ... sorry :ohmy: And you shouldn't have to un-equip / equip to get the flag changes. But holster , or maybe even just quick toggle the aim/block control through "TapControl 6" Link to comment Share on other sites More sharing options...
Mktavish Posted May 18, 2018 Share Posted May 18, 2018 Okies ... you really got my noodle cooking on this with the scope and iron sites.But with the seems to me method ... if I understand correctly. When you clear the "Has Scope" flag ... then try to flag it again ... there is no scope overlay.Which makes sense , because un checking that flag in geck , makes it lose the file path of the scope.nifTherefore you need to use the mod section for it to assign a scope .nif (if that is possible).... or you have to have 2 base-id's of the railway rifle ... one using a scope , the other iron sites.And swap them out in your script instead of clearing flags. At least that sEEMs to be the case :ermm: Link to comment Share on other sites More sharing options...
EPDGaffney Posted May 18, 2018 Share Posted May 18, 2018 I don't haev a lot of time to read through this but from what I gathered, unequipping and equiipin g the wweapon again sorts out the problem, so it's probably not losing the file path. If it is, then there's this:https://geckwiki.com/index.php/SetScopeModelPath Link to comment Share on other sites More sharing options...
Mktavish Posted May 18, 2018 Share Posted May 18, 2018 I don't haev a lot of time to read through this but from what I gathered, unequipping and equiipin g the wweapon again sorts out the problem, so it's probably not losing the file path. If it is, then there's this:https://geckwiki.com/index.php/SetScopeModelPath LOL awesome :thumbsup: yes that should work also. Will the wonders of extending the scripting language ever cease ? But hmmm unequip/equip sorted it huh ? I guess I missed that inferred detail ? Seemed he was just implying that may fix it , not actually fix it. IDK lots of information here , which I seem to be having trouble reading the tree's in the forest :confused:And then again , I think there is something odd with the railway rifle as apposed to most other WEAP objects within FNV. I'm guessing the OP had to have made that object them self. Link to comment Share on other sites More sharing options...
dubiousintent Posted May 19, 2018 Share Posted May 19, 2018 Re: BSA files. The current recommended tool is "BSArch" (by zilav of xEdit and xLODGen fame). It's a command line tool (run from a "command prompt") requiring you to provide parameters, but allows you to both unpack and repack for any Bethesda game BSA format from Morrowind to FO4. (There are differences in the format of BSAs between the games. Not a good idea to pack using an older one, though it may work for unpacking.) EPDGaffney: Thanks for the note on NVSR. Already aware of it and added to the Guides. But the thought is appreciated. Yes, I'm still monitoring this thread because it's still providing interesting info. -Dubious- Link to comment Share on other sites More sharing options...
theimmersion Posted May 19, 2018 Author Share Posted May 19, 2018 What i was talking about is toggling the flag for has scope with a script attached to it.Here you can see the scope, the iron sight on top and the IS node:https://imgur.com/a/28A97SS Now, i thought it would be cool to toggle between IS and scope for CQC.Now, when i toggle SetWeaponFlags1 between 0 and 4:Namely, when its set to 0, what happens is that after requip and trying to aim, it does so still the same way as if it was scoped but with the scope overlay missing and it gets fixed on the last zoomed/unzoomed FOV.When it sets to 4, after requip, it pretty much works as usual. xD I already have 2 weapons (scoped and IS only) for testing, i could add/remove/equip between them with a script, but im not aware of any equip functions that skip animations.So both, updating the changes to take effect and the changes themselves are not working correctly. This is probably not even possible without perhaps some fancy NVSE plugin, which means im screwed, until and if someone else pushes out a mod that either adds that functionality to weapons or puts out a weapon mod with that functionality. I mean, after i saw Enhanced Camera mod, im pretty sure almost anything is possible with NVSE and plugins. xDIm still waiting and hoping for someone to push out a standalone weapon charging mod like Project Nevada has to add it to this rail gun since thats how it worked in MGS4 as well (the rail gun is a MGS4 port btw). Perhaps start a new topic because i also need some freakin way to disable the laser and other electricity arc effects when weapon is holstered. :)Fallout Inspired MGS4 Rail Gun WIP:https://imgur.com/a/qe6nPeDShould ask Konami/Kojima productions for permission to upload. Link to comment Share on other sites More sharing options...
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