Dandie Posted June 14, 2012 Share Posted June 14, 2012 I'm not sure if this mod is widely known, but it lets you see multiple holstered weapons on you (I mean - you can see, for example, one pistol, one rifle one one-handed melee, one grenade etc.). The author of this mod had some problems with Nexus moderators or something, so youtube is the only place I know it's available.My question is: can it be done for New Vegas? Author of original mod don't play Vegas, and he said that it will be harder, if not imossible, to do because of weapon mods feature of NV.Is that so? I don't know scripting nuances, so maybe someone who is skilled enough, can tell? Link to comment Share on other sites More sharing options...
pluramon Posted June 14, 2012 Share Posted June 14, 2012 I may be wrong, but to the best of my knowledge the only way it could be done is by creating "dummy" holsters as wearable items (using the Backpack biped object). The problem is that it would require creating a dummy-holster for each and every pistol-rifle-melee-grenade combination possible - each requiring its own record and model. You can imagine that there are likely at least several hundreds possible combinations. It was doable in FO3, since FO3 did not bring such huge variety of weapons as FNV did. Link to comment Share on other sites More sharing options...
Dandie Posted June 14, 2012 Author Share Posted June 14, 2012 You half right - it's "dummy" meshes, but there are not only Backpack slot available, thus meaning there is no need to create combinations. I just ran through the files of that mod to get sure - yep, there are only meshes for each weapon. So, the only problem remains is weapon modifications.Perhaps, there is some sort of command\function (in NVSE or something), that tells you information about weapon mods or even maybe what mesh weapon uses? Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 14, 2012 Share Posted June 14, 2012 I could recode my ESP reader to extract all the weapon/mod model filenames. Each combo of mods has its own mesh file, so im pertty sure each mod mesh is actualy the entire weapon with mods and everything. NVSE can tell you what mods are currently enabled on a weapon. And my ESP reader/writer could write some huge formlist containing links to armor records it makes, corasponding to each weapon somehow.. Sadly, I have a dozen other projects taking my time up atm... Link to comment Share on other sites More sharing options...
Dandie Posted June 14, 2012 Author Share Posted June 14, 2012 (edited) Well, at least now I know it's possible.Yeah, when there are visual difference between weapon with and without modification, they're different models.Real pain will be to convert every weapon model into "dummy holster", but if Arcane will agree to use his original work, it will be at least something.I can barely read any script that is longer that three lines, but I'll try to at least understand how the original scripts (and hell, they're huge, and somehow I know that this mod issue would make them only larger) work and think about how that idea can be implemented in NV. But don't count on me - I have zero experience in scripting\modelling\texturing\well pertty much anything beside GECK itself, and I don't good in it either.P.S: well now, knowing that nvse can recognize weapon mods I think - maybe creating Form List with it's mods inside for every weapon and working with indexes could do the trick? Edited June 14, 2012 by Dandie Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 14, 2012 Share Posted June 14, 2012 Yea, that was my thought, Something like a formlist of weapons, then a formlist of modsFormlist of mods would have 9 entrys for each weapon, to coraspond to the 9 combos of the 3 mods (or whatever it works out to)Non used ones would just bet set to 0 or some other dummy value, they can't get called apon since those mods don't exist anyway. And yea, the big trick would be taking all those nifs and altering them to be placed correctly. To be honest you could also just ignore mods and let the scope/mag appear/disappear as you holster/remove it, save about 1/2 of the work unless you can manage to script nif changes. Link to comment Share on other sites More sharing options...
Skyviper086 Posted June 16, 2012 Share Posted June 16, 2012 Man this is awesome. Hopefully when people get the time we can see this happen. It really cool. Link to comment Share on other sites More sharing options...
betto212 Posted June 16, 2012 Share Posted June 16, 2012 (edited) Man this is awesome. Hopefully when people get the time we can see this happen. It really cool. this with a mod that allow you choose the weapons that will displayed and make only this usable during combat woud be perfect. Edited June 16, 2012 by betto212 Link to comment Share on other sites More sharing options...
Dandie Posted June 16, 2012 Author Share Posted June 16, 2012 Man this is awesome. Hopefully when people get the time we can see this happen. It really cool. this with a mod that allow you choose the weapons that will displayed and make only this usable during combat woud be perfect. If I understand you correct, than it's not a big deal - since you can just hotkey needed weapons, and switch between them. Link to comment Share on other sites More sharing options...
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