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Fallout 4 melee weapon question


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I did a quick test. Just replace with "Anims2hmWeapon" (thru object mods) you can get your character holding it with 2 hands.

24174159-1542037361.jpg

 

If its your own model, take note of the hilt length. As u can see, my own model (katana) was created just for 1 handed so just changing it to 2 handed and u will see the other hand holding the blade...

 

Just my 2 cents what I have learnt. When u create a melee weapon, the origin point is where the player will hold the weapon so at ur 3D software, adjust accordingly.

After u added collision and run it thru "Elric", if the weapon is not visible, check your model using nifskope and make sure under “BSTriShape” of the weapon

  1. Flags is “14”
  2. Vertex Desc is “Vertex|UVs|Normals|Tangents”

If the weapon does not appear on your hand but on the floor when u equip,

  1. Under main “NiNode”, Attach Extra Data->NiStringExtraData

Name Prn

String Data WEAPON

 

If you r not happy with the 2 handed weapon holding position, u may have to modify the animations.

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Wow thats really above and beyond what i was expecting. Thank you so much for the information. I'm actually making the wolfenstein oldblood pipe which will come in short and long forms. Short having lower damage but faster attack speed and better critical damage and long for people who just want to blugeon stuff so the exact gripping point should be okay as long as its roughly in the right place.

Do i need a seperate blood object like in skyrim?

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  • 5 weeks later...

okay so I have a follow up on this.

I've noticed that certain weapon mods (gun barrels, recievers etc) completely replace one mesh with another and some weapon mods (the baseball bat mods) simply add an extra mesh to the mix.

Now i'm guessing the difference is set up in the niff file and I'm wondering how.

 

My goal is this...

I'm making the pipe from wolfenstein old blood.

At the workbench I want to have a tier system. Players can choose...

Two handed (bigger mesh, slower attack speed higher damage)

One handed (smaller mesh, faster attack speed, weaker damage better criticals)

 

The chosen tier can of course be changed later.

So by using add and remove keywords i can change the animation type

i can also add and remove attachpoints which would mean the big and small pipe would have access to different object modifications. I know all this in theory. I just need to impliment it. So yeah. Any help on this would be appreciated.

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okay never mind most of that last post. I've got it.

Using the object template system and omods the pipe consists of

A base handle mesh (that will never actually be seen)

The long pipe mesh (default in the template) (this omod adds the keywords for 2 handed anims to the pipe and removes any for 1 handed)

The short pipe mesh (keywords work in the opposite way here.)

 

So when the player goes to the workbench they can now switch between those two.

It seems what I need to do now is add a new connection point to the nif files to attach any modification files (barbed wire, chains etc) Any ideas on how I do that? I'm good with backing up my good files and using a bit of trial and error but any info would be appreciated.

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