Knightm16 Posted September 5, 2012 Share Posted September 5, 2012 I actualy have a weapon called bar knife, its a broken bottle. I think it comes with project nevada and freeside thugs have it. Link to comment Share on other sites More sharing options...
greenknightfury Posted September 5, 2012 Share Posted September 5, 2012 There is a bottles as weapons mod on the Nexus just added recently ran across it in Latest files Bottles as Weapons and it suggests getting this one for a lot more improvised weapon choices. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 5, 2012 Share Posted September 5, 2012 There is a bottles as weapons mod on the Nexus just added recently ran across it in Latest files Bottles as Weapons and it suggests getting this one for a lot more improvised weapon choices. Yeah, that's Coolblack11's from page 2 of this thread. Problem is, I don't know if I'm re-creating teh wheel here. I posted asking Coolblack11 if he was going to implement the shattered glass etc that was desired by the original requester, but like my last question no answer. But since he can't model a broken bottle, and I didn't get any response I figured I'd push ahead. Essentially what he did is just replace the pipe mesh with a bottle mesh and tweak it's position in nifskope. So you could potentially beat someone to death in powered armor with a beer bottle. What I'm working on is more extensive. It involves a unbroken bottle model, that will shatter on your first or second hit (in a burst/cloud of glass), leaving you with a jagged broken bottle model (that will probably only last a hit or two). I may use the knife animations (by using the knife as a base for the weapon) for the broken bottle....it seems more appropriate for it to jab, than swing like a cudgel. If Coolblack11 wants to get back to me, I'd know if we are working at cross purposes here. Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted September 5, 2012 Author Share Posted September 5, 2012 What I'm working on is more extensive. It involves a unbroken bottle model, that will shatter on your first or second hit (in a burst/cloud of glass), leaving you with a jagged broken bottle model (that will probably only last a hit or two). I may use the knife animations (by using the knife as a base for the weapon) for the broken bottle....it seems more appropriate for it to jab, than swing like a cudgel. I'd say go ahead with what you're doing with the bottles and it can be combined with the improvised weapon mod that Black put up, which is essentially the same concept we had with using the bottles for weapons anyway, but damn it, unless the player can smash a bottle of nuka cola over the back of Joe Cobb's head how is there ever going to be an old thyme brawl at the Prospector Saloon? :biggrin: If Black doesn't reply... (although i doubt he's abandoned it after he's already put the work into it) ... then we can just go ahead with the bottle mod on its own i suppose. But there's the no reason the updated bottles can't be implemented into his improvised weapon mod at all. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 5, 2012 Share Posted September 5, 2012 I'd say go ahead with what you're doing with the bottles and it can be combined with the improvised weapon mod that Black put up, which is essentially the same concept we had with using the bottles for weapons anyway, but damn it, unless the player can smash a bottle of nuka cola over the back of Joe Cobb's head how is there ever going to be an old thyme brawl at the Prospector Saloon? :biggrin: I probably wouldn't combine them per se, since it's really quick to convert the weapon models. Those aren't new models (the ones Coolblack11 made), just change the orientation and select them in the art and sound sound tab. So no problem to make, they'll be quick. But as for the rest of it, no worries. I know how to do everything except the MPS is turning out to be a pain. Maybe I can bug Weijiesen about it. If Black doesn't reply... (although i doubt he's abandoned it after he's already put the work into it) Oh no, nothing like abandoning his mod, I mean he wasn't answering my questions in regard to whether he was working on the glass exploding, etc. If he was then I'd work on different requests since we'd be working at the same objective. But if he's just doing his current mod as is, then I think I can put together a significantly enhanced version. But yeah, it'd be good if Coolblack11 could give me a heads up on that one. In the mean time I'll continue putting together new shattered models, do the script to swap it out and figure out that addon node. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 6, 2012 Share Posted September 6, 2012 OK got the glass explosion. I still need to tweak it, since it's base is for glass shot by a firearm. While I wouldn't call it perfect for our purposes it's the only MPS for glass that I could find. I figure make the glass explosion/cloud bigger and more symmetrical/rounde. Also have a great sound effect for it, that I will swap out. here is a quick vid; http://www.youtube.com/watch?v=xqjIwBLbAgo&feature=youtu.be Going with OneBoredBoredKid & Ladez's request of one hit breaking the bottle, then swapping out the weapon for a broken model used as per a knife (animations, impact etc, but not sound effect). Also have a couple of extra options;1. I can place broken glass shards when the bottle is smashed.2. I can make the model change as it gets more and more broken. It can start off with just the end shattered and by the time the weapon health is just about gone you could have little more than the neck of the bottle left in your hand. I'll get the swap for the intact to broken bottle done when I get a little bit of free time. So how do you want the bottles to show up in game? I know it can be a little tricky, since empty bottles might be required to be in a recipe, or used by the sink to refill water etc. Link to comment Share on other sites More sharing options...
weijiesen Posted September 6, 2012 Share Posted September 6, 2012 If you enhance the original glass shards MPS you can make a super impact visual.I did this for BrotherShogo's Browning mod.Firstly save a copy of the original MPS into your mod's folderthen open the MPS and decrease the alpha by about 25% (make it more opaque)Then increase the life of the shards by about 25% (so they don't disappear before hitting the ground)Then open the Glass impact nif (shoudl be in Effects folder) and delete the lame mesh (looks like white tower).open your .esp in GECK and copy the glass impact MPS, but give it a new number... like.. 444 or even 2222, whatever.Then save your .esp.Go back to your glass impact nif you have open, and change the AddOnNodes's # in the Block Details to be whatever number you chose in GECK, like 444.Then Duplicate that addonnode and place about 3 to 5 of them around but not on top of eachother, a little tiny space between each one.Then save this impact in your mod's folder.Make your weapon's ImpactData point to this nif. Then when you smash a chump's face in there will be many well-visible glass shards fly about! Link to comment Share on other sites More sharing options...
devinpatterson Posted September 6, 2012 Share Posted September 6, 2012 (edited) If you enhance the original glass shards MPS you can make a super impact visual. Thanks Weijiesen :thumbsup: I was just going to increase the size of the mesh and make it a square, then muck around with teh texture. Didn't even think about adding putting multiple ones in, or chaning the alpha and life. This is new territory for me so I really appreciate the detailed steps. Some cool nif magic Earlier I added the addon node for te rocket trail to a gernade so it constantly smokes. I thought it would be cool to make a "firebomb" for the "burning tribe" (tribals that inhabit a burning oil field) for the ghost warriors mod. It looked pretty cool, but it also gave me another idea to link the same node to a eyebot or any bot that had been damaged. So it takes some fire then starts smoking up a storm, in preparation of it's explosive exit. Edited September 6, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
devinpatterson Posted September 6, 2012 Share Posted September 6, 2012 (edited) Oh and I was going to have some of the burning tribe wear fire gecko skin (ie fire gecko head helm) they'v smeared pitch on and lit (to create fear in their enemies), adding on the flaming effect from "She" in HH. I could add the same missile trail node to their gecko armor and have smoke coming off that fire. That is going to make for some cool opponents.....hope it's not too much of a hit on the game engine, so I can have a bunch on screen. Thanks again Weijiesen, this is some really fun effects to mess with :smile: Edited September 6, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
weijiesen Posted September 7, 2012 Share Posted September 7, 2012 Oh and I was going to have some of the burning tribe wear fire gecko skin (ie fire gecko head helm) they'v smeared pitch on and lit (to create fear in their enemies), adding on the flaming effect from "She" in HH. I could add the same missile trail node to their gecko armor and have smoke coming off that fire. That is going to make for some cool opponents.....hope it's not too much of a hit on the game engine, so I can have a bunch on screen. Thanks again Weijiesen, this is some really fun effects to mess with :smile:yes its always better to use MPS rather than meshes. (just like Skyrim, 99% of impacts in Skyrim are 100% MPS (Particles) with absolutely NO mesh within). FNV and FO3 used a combination, but it looks ugly... just plain ugly. If you've got a good mind for physics, then yo ucan play around with the Missle Trail smoke MPS by chaning size, rotation, lifetime, gravity, and color-over-time, as well as many other things to make better trailing FX you can then attach to most things.Most of you have probably seen those tumbling boulder traps the supermutants leave especially around Black Mountain, well those rocks are using neat MPS embedded within, to give them the illusion of a dust trail as they roll. While Skyrim's FX are far more powerful than FNV's engine, don't underestimate what FNV can do with particles, you'd be surprised. Many of the things in EVE, AWOW, and Gnome Wrangler were the result of me toying with various emitters (like the psychadelic sparkles around Alien Gnome, or the stench wisps around AWOW's poo ) By enhancing a couple MPS for glass, (one for broken bottle, one for impact) it could really make a broken bottle weapon come alive. Not to mention enhancing a super-bloody blood gush for the impact *devil face* Link to comment Share on other sites More sharing options...
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