mshane951 Posted June 28, 2019 Share Posted June 28, 2019 Hello,For A few days now, I noticed you are capable of porting Fallout NV weapons for Fallout 3.I like this since I am a fan of Fallout 3 (which also has to do with zero lag with shotguns, automatics and zero audio problems even though the ported weapons that work have no of that crap in other words, not a very good computer I have) its mods are more immersive too with so many very cool features. Anyways I know how to port them, however I ran into a problem, since this is a GECK forum the GECK and Fo3 edit both have reload animations you can directly change with varying effects. If someone here ever edited a weapon in F3 its statistics directly in the GECK they should now. My problem is none of this, it’s the fact that I can’t get by this “hard coded” max reload animations they only range from A to K reload while NV’s are from A to Z. My point is, is how do I suppose to use the correct anti-material rifle animation with the max reload animations being K while that gun is O. Many weapons work like this plus the attack animations, same gun Attack 9 while max for fallout 3 is attack 8. I don’t care that it is hard coded is it possible to get by this? I am open to hours of work if needed. I even copied the meshes form the FNV meshes .bsa through FOMM which had the reload animations and it still does not work. IF not I have the following solutions:FNV edit get that program to work on F3 ESPS?Solutions to this could be copying all esp (being used for porting purposes) into FNV edit using those (I know they will work since they have their masters) to get the reload animations and somehow “fake” coding the “not listed” reload animations.Sounds Complex eh? I ready for anything.Another Solution is being the GECK same thing to do as with FNV Edit. Link to comment Share on other sites More sharing options...
mshane951 Posted June 28, 2019 Author Share Posted June 28, 2019 Few other things, I decieded to copy fallout new vegas, weapon : meshes, textures and sounds to FALLOUT 3 bsa called .meshes. .textures and sounds. The issue is even the slightest change to these gives me this error? I know it is possible to modify these. Can someone tell me why I get this error and a work around? the error: "The instruction at 0x000000000000006b9b79 referenced memory at 0x0000000000000. The memory could not be read. Click ok to terminate the program" I think this is occurring because of the changes in the bsa files can I get around this? Link to comment Share on other sites More sharing options...
JW1 Posted June 29, 2019 Share Posted June 29, 2019 As far as I know, the attack and reload animations are all hard-coded in the engine and there's no way to add new ones. The only ways to get round that would be either to adjust the weapon models so that they can use one of the available animations or to port Fallout 3 to the NV engine (as was done with TTW). Link to comment Share on other sites More sharing options...
mshane951 Posted June 29, 2019 Author Share Posted June 29, 2019 Two Things, What do you mean by adjust the weapon models? Also, I ported the hunting shotgun, everything works besides the reload animation. I realized that G through L for two handed weapons are not being used by anything, at least in the vanilla game. Now in New Vegas the Hunting shotgun has reload Y, attack animation works, in fact all work beside 9 what the anti material rifle uses. This gun used reload O, now I tried copying all of the FNV reload animations, all weapon related sounds, even tried putting em in the base .bsa bu that does not work. What if I were to make a second bsa that has all those animations but due to naming I load it after all the "base" BSAs, also I rename all reload animations I want to use to any two handed G-L. Link to comment Share on other sites More sharing options...
mshane951 Posted June 29, 2019 Author Share Posted June 29, 2019 Just a little update I made a .bsa file called "Fallout - NewVegasAdditions.bsa" but I can't seem to enable it. Any help will be appreciated with enabling these through mod organizer 2 or the files itself. Link to comment Share on other sites More sharing options...
M48A5 Posted June 29, 2019 Share Posted June 29, 2019 Just a little update I made a .bsa file called "Fallout - NewVegasAdditions.bsa" but I can't seem to enable it. Any help will be appreciated with enabling these through mod organizer 2 or the files itself.The game has no programming to recognize Fallout-NewVegasAdditions.bsa. You will have to make either an .esm or .esp that calls on the assets of the .bsa and adds them to the game. Link to comment Share on other sites More sharing options...
mshane951 Posted June 30, 2019 Author Share Posted June 30, 2019 That is what I did my only real concern now is getting thr proper reload animations I tried the antimaterial rifle everything works besides the reload animation it reloads the alien distingerator reload animation instead and I renamed antimaterial rifle animation from two hand reload o to two hand reload h. Link to comment Share on other sites More sharing options...
JW1 Posted June 30, 2019 Share Posted June 30, 2019 In the GECK, for each weapon you have a drop down list of reload animations: ReloadA, ReloadB, and so on. ReloadA points to (let's say) the 1hpreloada.kf animation file. The problem you face is that this connection from ReloadA in the list to 1hpreloada.kf is (as far as I know) hard-coded in the engine. There is no means of either adding additional reloads to the list or of changing the file that a given entry in the list refers to. Now, you could overwrite 1hpreloada.kf with a different animation file but that, of course, would mess up all existing weapons that use ReloadA. Thus, I think you are pretty much stuck with having to use the attack and reload animations that the engine provides you with. Link to comment Share on other sites More sharing options...
mshane951 Posted June 30, 2019 Author Share Posted June 30, 2019 Yes i understand that reload animations A through K are hard-coded into the game but why do "large" mods like FOOK and FWE which add in "custom" reload animations without overwriting others work? For example, the Ithaca Model Shotgun fires like a pump action shotgun and when it reloads it uses reload I which i am sure is not the reload animation the vanilla gives, the animation to my weapon knowledge (since there is so many damn weapons in the game with these two are combined) there is not one other weapon that uses this animation. So I have ported four weapons over, The Dead Money Police Pistol (works perfectly), The New Vegas version of the Hunting Rifle (works perfectly), The Hunting Shotgun (reloady is the reload animation renamed it to reload g but is now replaced by a double barrel shotgun reload do not know why) and The anti material rifle (suppose to use reloadO but am fine with it using reload A). In other words, before I add more weapons I want to see if I can fix the hunting shotgun, also note that I am completely fine with overwriting that double barrel shotgun animation. Also I am currently compressing my entire data folder to give you a preview of what I am working with, (you won't need to download as it will hopefully be view-able on dropbox) Anyways, I also attached my load order, plugins, archives and others. note the FNV weapons.bsa and FNV weapons.esp to make it work. Link to comment Share on other sites More sharing options...
JW1 Posted July 1, 2019 Share Posted July 1, 2019 (edited) I don't know much about FWE, but I've taken a look at it and it comes with its own versions of the reload f-i animations. I notice it also comes with a file called 2hahandgrip2_tommygun.kf: I have no idea how they make use of that. Edited July 1, 2019 by JW1 Link to comment Share on other sites More sharing options...
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