hey great mod is anyone else havin trouble with it not working in vats mode, it fires but no projectiles com out in the cinematic and it repeats itself and then i can't get out of vats, annoyin lol
Wow, this arm cannon mesh has been around. I've seen it used in a NV mod that I modified to function like Megaman's Blaster, but that aside...
It's nice to see this approach to the Metroid series. Most just go "Metroid Gun" or "Samus Armor"
It's not really listed anywhere, but exactly what weapon archetypes are added in this? I can see a Laser and Beam Cannon type. The green one, I think is a missile because of the red in the projectile, but I've been wrong on that before.
Any chance of a list in the description or here? or should it be downloaded to see?
I saw your weapon's list, and have tried all 6 of them.
For the most part, they are solid, well balanced weapons.
I'm not sure if it was intended, but the Omega Cannon behaved like an Automatic Weapon. The default Arm Cannon and basic Laser cannon, I can see, but the Omega, to quote Dala from OWB, "It's like drinking a glass of Hemlock and following up with an Abraxo chaser. Delicious but redundantly deadly."
The only other thing that has me puzzled is the Spread Cannon. What is it's effective range? the testing I did in normal and godmode had a raider taking zero damage under concentrated fire. Also, the issue with a scope for the Sniper. A possibility would be to look at some of the scopes from the AR20 Futuristic Rifles Modder's Resource. if that doesn't work, you could see about porting the Laser Rifle Scope from New Vegas.
Other than that, I love the main arm cannon and missile cannon.
Hi, I love these! They work fine in 3rd person, but in 1st person the weapons fire without extending out towards the target (pointing). It stays in the relaxed mode when I right click to aim. Can you tell me if I did something wrong or am I missing anything?
I'll look into that and see if I can figure out why it's doing that. I only play in third person, and didn't think to test that kind of firing in first person mode.
Thanks, they are really awesome looking and I like the different projectiles, haven't used them yet, but I know I'll enjoy the effects. I would love to use the reflex armor, very sexy and stealthy looking, but I don't like the old square shoulders. No worries, I know I'll come up with something. Hey, maybe the white with ghost armor, hmm.
I found the issue is the animations that are being used belong to the pistol, and the game rotates the pistols in it's animation instead of extending the arm straight like it should. I'm going to work on making some customized animations for the weapons, which should resolve the issues. I'm also looking at some new mesh designs for the gun. I just got ahold of a copy of Cinema 4D and am putting in some major hours learning how to model and animate in it.
Again thank you, and since you mentioned redesign I would like to throw in my two cents worth. A sleek ebony black with three undulating pulses from base uniting at tip, somewhat like a change build up before firing. The pulse light can be any contrasting color, I prefer deep purple or red with the projectile the same color.
YES...thanks a bunch, mate. Tried the exact same thing but failed hard as well as the guy below. Always got an error when I was about to load the separated cannon in GECK.
I found a really great nifskope tutorial that talked about combining armors that helped a lot. I got so many errors until I read it. The trick was to click the pieces you want to remove in the rendered view, and then use the optimization menu to remove un-used nodes. http://wiki.tesnexus.com/index.php/NifSkope_customise_an_outfit_for_beginners That's the link. The last section, "Finishing Up", is the one that fixed the issues I was having. It's super easy and it worked perfectly.
Okay, this is interesting. I never managed to figure out how to do this myself, and I'd given up on figuring it out. Don't have time to check this out right now, but I'll be trying once I get back.
I had to extract the cannon itself out of the original mesh file. Then I set it up as a right hand glove armor attached to the cannon weapon as an armor add on.
23 comments
It's nice to see this approach to the Metroid series. Most just go "Metroid Gun" or "Samus Armor"
It's not really listed anywhere, but exactly what weapon archetypes are added in this? I can see a Laser and Beam Cannon type. The green one, I think is a missile because of the red in the projectile, but I've been wrong on that before.
Any chance of a list in the description or here? or should it be downloaded to see?
For the most part, they are solid, well balanced weapons.
I'm not sure if it was intended, but the Omega Cannon behaved like an Automatic Weapon. The default Arm Cannon and basic Laser cannon, I can see, but the Omega, to quote Dala from OWB, "It's like drinking a glass of Hemlock and following up with an Abraxo chaser. Delicious but redundantly deadly."
The only other thing that has me puzzled is the Spread Cannon. What is it's effective range? the testing I did in normal and godmode had a raider taking zero damage under concentrated fire. Also, the issue with a scope for the Sniper. A possibility would be to look at some of the scopes from the AR20 Futuristic Rifles Modder's Resource. if that doesn't work, you could see about porting the Laser Rifle Scope from New Vegas.
Other than that, I love the main arm cannon and missile cannon.
I was wondering if you've solved the 1st person firing animations yet.
I would love to use the reflex armor, very sexy and stealthy looking, but I don't like the old square shoulders.
No worries, I know I'll come up with something. Hey, maybe the white with ghost armor, hmm.
Oh btw, the scope doesn't work correctly too.
A sleek ebony black with three undulating pulses from base uniting at tip, somewhat like a change build up before firing. The pulse light can be any contrasting color, I prefer deep purple or red with the projectile the same color.