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making miniguns use attackspin2.kf animation (flamethrower) without disabling barrel rotation animation?


sjohnson89

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Nah what I mean is if you had the barrel rotation end at 1.300000 but the animation itself goes to 1.333333 then the game will crash, if the whole animation is sped up that's fine. For that though you might want to look at the Attack Animation Multiplier in the GECK or FNVEdit, that might work without you having to edit the anims at all.

 

 

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didnt work, and because of the multiplier my weapon had 60k dps :tongue: i guess i'll have to edit it in nifskope. thanks for your effort and time man, i love you

 

btw can i upload that minigun animation in your name? i believe the community would like the new animation as well

 

EDIT: well i tried with a custom minigun and turns out it DOES work! it wasnt easily noticable before but with a bigger barreled weapon it was clear as day. but for some reason i cant get the feeling of firing a minigun, i'm comparing it to fo4, crysis, wolfenstein etc but somethings missing. it maybe related to the spread. thank you very much for all the help man i'm in your debt <3

Edited by sjohnson89
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Ah ok, well it was worth a shot. Good luck in editing the speed, this kind of stuff is how I got started in modding myself.

 

Sure you can upload it, its a tiny little edit really, I just copied the barrel spinning transformer over and cut it down to work with the Flamer attack anims.

 

Cheers. :)

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hitman umm i hope i'm not crossing the line but i had to ask for one final thing, when you have free time could you please do the same thing for 2hhattackloop.kf, because after doing extensive testing with power armors i thought having that as an animation replacer would be better, and its always good to have alternatives.

Edited by sjohnson89
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