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(Idea) Edit "Bolt Action" to use as select fire Semi/Auto


StormWolf01

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So I had an idea, while posting a response to a mod request. I just looked in xEdit, and couldn't find it. It actually crashed, trying to find it. :dry:

I know, that bolt action firearms, and single action firearms, all use a tag called "Bolt Action". (I've removed it from quite a few revolvers!) I have not however, ever actually looked up "Bolt Action" to see if it's editable. (That's editable, not edible LOL)

IF we could copy it into an override, then rename it something like "Select Fire" or whatever. Then, further edit it, to remove the restrictions of forcing the cocking anims, as well as the forced drop from scope view, and somehow edit the trigger delay to say... 0.15 - 0.25 seconds could we theoretically create a select fire system, on weapons that were attached with full auto capability?

The trigger delay after the first shot, would have to be miniscule. Something that would not noticeably affect the weapon's rate of fire, but still give the player a chance to take their finger off the trigger.

 

Can anybody find this function in the editors? If so, what to search for? And are those functions listed in there to edit?

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Can anybody find this function in the editors? If so, what to search for? And are those functions listed in there to edit?

The 'bolt' action flag is nothing more than a 1 or 0 to tell the exe what to do with the weapon. None of that behaviour is accessible unless you're willing to use a decompiler to figure out the functions of the engine's code and then figure out how to write and inject new code to do this extra behaviour and handle it all. It is... not simple. It's how F4SE, but it requires a level of programming skill that I (no offence, just going off of how you presented things here) do not have.

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Hiya Lt Albrecht. I get where your coming from, and what you're saying. It's not something that would be an easy matter. When I'd had the idea, I was thinking that if I could see the code, and compare it to the behavior for other guns, I might be able to figure out their code references, and possibly come up with some "if such and such, do this" lines.

Tho, tbh, I'd have to do a lot of research. I'm not sure what language the engine uses. I think f4se uses papyrus, tho I've never read any of it, either.

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Hiya Lt Albrecht. I get where your coming from, and what you're saying. It's not something that would be an easy matter. When I'd had the idea, I was thinking that if I could see the code, and compare it to the behavior for other guns, I might be able to figure out their code references, and possibly come up with some "if such and such, do this" lines.

Tho, tbh, I'd have to do a lot of research. I'm not sure what language the engine uses. I think f4se uses papyrus, tho I've never read any of it, either.

The engine has been compiled, so the actual exe is in assembly. F4SE's source is in C (C++ specifically IIRC), but knowing how to contribute to it requires some knowledge of how compiled exes work and how to interact with them by hooking threads and other rather technical details. If you've got the background to look into it, go for it. But if you don't I would caution you not to get your hopes up.

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I've done some patching and mashing in C++ tho it's been a few years. That aspect of it I might be able to muddle through. But it's kinda mute, you brought up something that I hadn't thought about. Compiling. And that's even IF the code that I need to look at, isn't under a restriction. Like encryption. Which, I don't think the PC/Xbone versions are, but I know that some of the PS4 files that it uses are locked.

Ah well. T'was an idea.

Thanks to you for your time and input, kudos given in appreciation! :)

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