Gorbachof Posted July 12, 2012 Share Posted July 12, 2012 I've always wanted a mod that displays more than just your equipped weapon on the player. Specifically I'm talking about the display of a back mounted and right/left mounted weapon. Is it possible for a mod to display more than one weapon (preferably hot-keyed ones) on the player. Link to comment Share on other sites More sharing options...
shengzhanzhe Posted July 12, 2012 Share Posted July 12, 2012 it is. in fallout 3. yet i dont know about new vegas Link to comment Share on other sites More sharing options...
falloutgods69 Posted July 12, 2012 Share Posted July 12, 2012 well whats the mod called? Link to comment Share on other sites More sharing options...
Gorbachof Posted July 13, 2012 Author Share Posted July 13, 2012 it is. in fallout 3. yet i dont know about new vegas It doesn't matter for which game, as long as it exists... name please? Link to comment Share on other sites More sharing options...
Dandie Posted July 13, 2012 Share Posted July 13, 2012 (edited) "See your weapons" it's available on... youtube.And before you ask (if you wanted to) - yes, porting is possible afaik. The only problem is weapon modifications - long story short, even if port will be done, holstered weapons won't show modifications. Edited July 13, 2012 by Dandie Link to comment Share on other sites More sharing options...
devinpatterson Posted July 13, 2012 Share Posted July 13, 2012 (edited) I'v actually been working with a similar theme based on a mod I'v been plugging away at. It involves a lot of protections with western garb and I wanted to make the weapons in their inventory (just pistols, rifles, knives, hatchets etc...ie cowboy weapons) show up automatically on their persons via viscontroller nodes. But I think with the player this is even easier. I'm thinking you take each weapon that you might potentially want to show. Attach a script to it with an onadd player (as the trigger) & additem + equipping a dummy armor. The dummy armor would just be the weapon world model stripped of it's collision mesh, rigged to the player. It'd be weightless, no dt, hidden (from inventory), etc Each dummy armor type (side holster, back, boot) would take up a uncommonly used (so we don't bump too much other stuff) body slot appropriate to the area. This way the item you add last to your inventory will be the item that shows in that slot (so you have control over your PC's "look"), and prevent two items from being displayed in the same area. To switch around what items you want to show, you'll have to drop the item in question and pick it up again, but that's a lot easier on the mod author than a long script full of if else blocks. Other than that it'd be fairly trivial to rig it or PRN it to the player model for clothes or lighter armor like desert vet. For heavier armor like power armor, I suspect it'd just clip like crazy (or a vice versa depending on which armor you originally rigged it to). I'll see if I can't whip up a single demo weapon or two tonight when I get home from work, or this weekend. Edited July 13, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
luthienanarion Posted July 15, 2012 Share Posted July 15, 2012 (edited) This is the Falloput 3 mod in question. The reason this hasn't been done in FNV: each holstered weapon is a new mesh adjusted from the weapon mesh and attached to the skeleton. Creating them takes time, and there are a LOT more weapons in New Vegas than FO3. Also, a new "holstered" mesh would have to be made for EACH combination of available weapon mods for EACH weapon. Add in people complaining about WMX/WME compatibility or compatibility for [insert crappy Call of Duty weapon mod here] and and it's almost not worth the effort. Edited July 15, 2012 by luthienanarion Link to comment Share on other sites More sharing options...
devinpatterson Posted July 15, 2012 Share Posted July 15, 2012 Ran into a problem with Blender. I'm working on a brush gun(stock over the left shoulder) & have the vertex groups @ Bip01 Spine2. I'm not using the world/go model, but it does the same thing. Everything shows the correct position in Blender, Nifskope and Geck. But in game the rifle is about 90 degrees off (counter clockwise) and a couple of feet to the left of the pc. I have no clue what's going on. I can adjust it by trial and error with nifskope (very tedious) and I'd be willing to even drudge through it, if there was some way to join all the pieces. As it is now, I have to adjust the rifle, then hte saddle, then the bolt etc, etc. I'll post on the blender and nifskope forums and see if anyone has any idea why it's off in game. Here is a pic; http://img11.imageshack.us/img11/782/weaponproblem.jpg Link to comment Share on other sites More sharing options...
Gorbachof Posted July 15, 2012 Author Share Posted July 15, 2012 (edited) Hey, thanks everyone for the help. I said it didn't matter for which game because I had managed to grab the Fallout requrium before it was taken down, but if what you say is true luthienanarion, then we will see what happens. Of course, if your mod devinpatterson works, than there we go, do you have a link on the nexus, or is it still a work in progress?Again, really appreciate all the help that you all gave, shame the only current one is for just rifles though. Edited July 15, 2012 by Gorbachof Link to comment Share on other sites More sharing options...
devinpatterson Posted July 15, 2012 Share Posted July 15, 2012 (edited) do you have a link on the nexus, or is it still a work in progress? OK put up one model to test, the brushgun. It's here. Thinking of doing a Katana slung across the back next. There are 4 body slots (if you include the backpack slot) that I feel comfortable using (ie that won't bump normal clothes/armor). So that's one weapon slung across the back starting at the left shoulder, the left hip and two empties. I was thinking the empties might be good for knives in boots....or ?? Unfortunately I dont think I'm doing this correctly as my model(s) need to be painstakingly adjusted in nifskope (mostly eyeball and a annoying amount of trial and error). I'm hoping some one will have suggestions on why exporting my models from blender is so screwed up. I mean I'v had models in blender that were slightly off, like when I'm putting western gear on protectrons, but nothing this wacked. Pics; http://img405.imageshack.us/img405/9576/weaponsdisplayedcollage.jpg Edited July 15, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
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