youre risking a ban by sharing assets from fnv btw. do what every other port does by requiring them to obtain the assets themselves from a copy they own
Right here. "The uploader is responsible for understanding the legalities involved when using copyrighted work and submissions that contain such content may be removed."
Ty Kindly for adding this to FO3 its a nice addition but the firing recoil animation is a little OP as its based on the Lioncoln Rifle so should use that firing animation. personally i used GECK to rechamber it in 308 as thats a common rifle ammo but maybe thats just my own pref. the scope is a little more to the left than the FNV version but having a working scope on a Lincoln style rifle is nice. a good early to mid game weapon
I was well aware of the obnoxious firing recoil animation of the Lincoln repeater. that's why I included ( 2hrattack5is.kf ) that replaces the Lincoln recoil animation to the more mild cowboy repeater recoil animation. be sure you pasted it in your "Fallout 3 goty\Data\Meshes\Characters\_1stperson" folder.
I was well aware because the excessive lowering of the crosshair made my nauseous during sniping
The Scope situation... I just checked I'm afraid I can not notice a difference. but if you are referring on the Scope model itself, while in first person view, its simple a perspective illusion. as the view and how fo3 character holds rifles is simple slightly different
No, it wont work. That Gun uses new animations on a new slot that FO3's engine doesn't have. if you try to fool the engine by renaming the animation kf to a slot it does use, the engine doesn't know how to interpret it.
To really bring it into fo3 you would need to raw animate the nitristrips of That Gun to a similar Animation Nodes weapon (The 44 magnum ) so they move with the animation (for example my FNV Service Rifle Mod) but the results usually are not convincing and its very tedious work.
So, without many resources. you can either use the that gun nif with the 10mm reload animation or give the .44magnum the same stats as That Gun and role play with it.
Since I was fuzzing with the 10mm animation while checking on the That Gun, I realized that I could mix something up with the 1911. I think its convincing enough. But I'd love an opinion on the product and a question. what firing sound *you* would like? or think fits best or just use the fnv vanilla firing sounds
19 comments
"The uploader is responsible for understanding the legalities involved when using copyrighted work and submissions that contain such content may be removed."
I was well aware because the excessive lowering of the crosshair made my nauseous during sniping
The Scope situation... I just checked I'm afraid I can not notice a difference. but if you are referring on the Scope model itself, while in first person view, its simple a perspective illusion. as the view and how fo3 character holds rifles is simple slightly different
To really bring it into fo3 you would need to raw animate the nitristrips of That Gun to a similar Animation Nodes weapon (The 44 magnum ) so they move with the animation (for example my FNV Service Rifle Mod) but the results usually are not convincing and its very tedious work.
So, without many resources. you can either use the that gun nif with the 10mm reload animation or give the .44magnum the same stats as That Gun and role play with it.
Sorry I cant be of much help.
Since I was fuzzing with the 10mm animation while checking on the That Gun, I realized that I could mix something up with the 1911. I think its convincing enough. But I'd love an opinion on the product and a question. what firing sound *you* would like? or think fits best or just use the fnv vanilla firing sounds
https://youtu.be/Gp3AphHLtos