Cheeco88 Posted September 20, 2012 Share Posted September 20, 2012 Yo, I'm Cheeco88, just in case you hadn't noticed. Anyway, I'm currently reworking on the first attempt of a mod I ever put out, but never finished. I'm back to not only finish it, but I'm completely revamping in. In basic, it's adding a whole mess of unique weapons to the game, the locations of which are chosen because of the stories I'm putting behind most of them. Now, I'm having difficulties getting some of the weapons to work the way I want them to (A shocker, I'm sure). I'm just going to make a quick list of the weapons which are proving to be a hassle. (Using G.E.C.K. for everything) 1. Is there any way to make a stick of long-fuse dynamite explode the same way a mini-nuke or an exploding nuclear fusion car would? I thought I could maybe change the Projectile to Mini-nuke, but wouldn't it then just make it look like you're throwing a mini-nuke? It'd be the stick in your hand, but upon lighting and throwing it, I'm thinking it'd turn into the mini-nuke model, which isn't what I need. 2. I'm making a prototype Duo-plas rifle. If you're unaware, there was a previous model for the multi-plas rifle with only two prongs coming out of the front, though it was replaced by the current model, but it's still in the G.E.C.K. I got the model down fine, and that's not the problem. The problem is that I want to make this thing automatic, but not with a firing speed of an assault rifle or anything. About one shot off every .5-.75 of a second. I checked it as automatic and decreased the semi-auto delay for 0.300 to 0.000, but this apparently hasn't worked, so I'm unsure of how to turn it into a fully automatic weapon. 3. I'm also trying to make an automatic Recharger Rifle. I checked it automatic and decreased semi-auto delay the same as the other, but now I can't have it charge up fast enough to stay automatic. It's not firing off a million a minute, I'm just trying to get it to fire once every .25-.4 of a second. 4. Here's the one I have absolutely no clue on how to solve. I'm trying to turn a Dress Cane into a shotgun. So far, everything is I want out of it is correct, except for the fact that I can't figure out how to have the Dress Cane be held horizontally instead of it remaining vertical and glitching through the dude's arm while he looks like he's holding an invisible shotgun. I'm not even sure if this is possible, but if it is, I'd greatly appreciate if anyone could help me out here. All the other weapons just need minor tweaks here and there before they're ready for public testing and whatnot. I really appreciate any help that can be thrown my way regarding those four weapons. Link to comment Share on other sites More sharing options...
Deleted2547005User Posted September 21, 2012 Share Posted September 21, 2012 1. You need to make a new projectile based on the current Dynamite projectile, and change its explosion to that of the Mini Nuke's explosion. 2. The weapon must use the 2HandAutomatic Rifle grip (found on the second tab of the weapon window) and then select AttackLoop for the attack animation. 3. You'll need to increase the regen rate on the weapon. 4. You need to change the .nif model and rotate the model. Link to comment Share on other sites More sharing options...
Cheeco88 Posted September 22, 2012 Author Share Posted September 22, 2012 Thanks, I figured out how to make the dynamite and duoplas rifle work properly, but I'm still having trouble with the regen rifle. I kicked its regen rate all the way up to 500 (just to see what would happen), but it won't even charge up now, even when in daylight, and I tried a few different locations. For some reason, the regular regen rifle I was carrying on the character I tested this with also stopped recharging. I'm thinking I messed something up, but I'm not sure how changing the regen rate on my own rifle also screwed up the regular rifle. They're two different things in the GECK, so I know I didn't just edit the regular regen rifle. That, and it would have changed the one I already had in-game. Do you think it could be somehow conflicting with EVE? All the other energy weapons I've made so far function properly, so it's a strange mess. As for the cane shotgun, I'm completely unsure of how to edit nifs. Is it done in the GECK, or is there another program I need to use? Link to comment Share on other sites More sharing options...
Deleted2547005User Posted September 23, 2012 Share Posted September 23, 2012 Sorry for the late reply. The regen is lost on me. It's possible that the regen rate on the weapon is null, meaning it doesn't affect anything on the weapon. It's possibly a Game Setting that takes care of weapon regen rates, or a script on the ammo itself. Get Nifskope, you can rotate the cane in it easily. However, I have never been able to rotate the collision on meshes. I've only been able to manipulate the vertex, or I've used blender to rotate the collision. Link to comment Share on other sites More sharing options...
Cheeco88 Posted September 23, 2012 Author Share Posted September 23, 2012 Ah don't worry about reply time; I just now looked at the thread. I'll have to download nifskope and get that cane set up. I may just have to scrap the automatic regen rifle; I can't figure it out either. It's even messing up the normal regen rifles, so it's not worth it at this point. Link to comment Share on other sites More sharing options...
Deleted2547005User Posted September 23, 2012 Share Posted September 23, 2012 Always use FNVEdit to clean up your files of unintended changes. That will fix your regen rate issue on the normal weapons. Link to comment Share on other sites More sharing options...
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