This article is intended to help mod developers make use of the double action and/or speedloader animations in their weapons, as long as they're based on the vanilla .44 anims. If they don't follow these steps, their weapon will be limited to vanilla-like, repositioned animations (though they should work fine!).
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STARTING OFF
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- Enable in your weapon's record the flag "High Res 1st Person Only". In creation kit, this is found on the Art and Sound category. On FO4Edit, in the record flags, under the record header. AFAIK, this will make any model used by the weapon to differentiate usage based on which person view you're using. So if a weapon receiver attachment uses a "RevolverReceiver.nif" model, and there is a "RevolverReceiver_1.nif" in the same folder, the latter will be used for 1st person view instead of the former.
- Duplicate your receiver's meshes to accommodate this; a normal ".nif" one and a "_1.nif" for each receiver your mod has.
DOUBLE ACTION ANIMATIONS
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- Copy to your weapon's receiver "_1.nif" file(s) the Speedloader mesh [WeaponExtra2 node (and its children)] from any of the "_1.nif"s that already come with the mod (they're all the same);
- As this is a Double Action animation, your revolver's hammer needs to be in a Uncocked position in all of your receivers; if it helps, feel free to use the ones in this mod as a positioning template and adjust accordingly;
- In the "Your_Mod_Name_Here.esp.ini" RobCo Patcher file included, input your weapon and remove the "//" only from before the FIRST operation (it adds one keyword). For more info, check out the RobCo Patcher article page. Then rename the file as instructed in its name.
----- If your revolver barrels are larger than the vanilla revolvers':
- The same as the steps above, but input your weapon and remove the "//" only from before the SECOND operation. Alternatively, you could add the keywords on a per-attachment basis, if they have vastly different sizes (very large barrels, underbarrels, etc). Until robco patcher allows adding new keywords to OMODS, this would need to be made in the esp itself, requiring my mod as the master or by integrating my mod into yours (after permission has been granted).
----- In any case:
- Remember to disable the BoltAction flag from your weapon.
- Adjust the firerate accordingly for balancing. I recommend 1.0 speed with 0.6 attack delay.
- Most vanilla advanced receivers for the bolt action (or hammer pull) guns increase the reload speed so the gun goes through that animation faster. If you used vanilla as a template, you may want to remove this property from your weapon's advanced receiver.
SINGLE ACTION ANIMATIONS
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- Copy to your weapon's receiver "_1.nif" file(s) the Speedloader mesh [WeaponExtra2 node (and its children)] from any of the "_1.nif"s that already come with the mod (they're all the same);
- In the RobCo Patcher file included, input your weapon and remove the "//" only from before the THIRD operation. For more info, check out the RobCo Patcher article page. Then rename the file as instructed in its name.
----- If your revolver barrels are larger than the vanilla revolvers':
- The same as the steps above, but input your weapon and remove the "//" only from before the FOURTH operation. Alternatively, you could add the keywords on a per-attachment basis, if they have vastly different sizes (very large barrels, underbarrels, etc). Until robco patcher allows adding new keywords to OMODS, this will need to be made in the esp itself, requiring my mod as the master or by integrating my mod into yours (after permission has been granted).
mmacola
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