Fallout 4
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ajhakra kinggath

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  1. kinggath
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    Non-Modauthors:

    Unlike a lot of frameworks, this will never be a required download, this was designed as more of a template for modders to use to support multiple reload animations with their weapons.

    Regarding the scripts:

    They are available in the file section as an archive with the psc source files, please rename them (both at the top of the file, and the file name) before compiling and releasing them with your mod. Be sure to give them a unique name so that we don't all over-write each other's versions!

    While technically we could have all our mods just share the pex file, chances are not every author who uses this framework will always come back and download changes I make to the script - so better safe than sorry.

    Obviously, you are welcome to include the scripts in your mods, just please give me credit for them in your description.
  2. SkrachUglogwee
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    If the MultipleReloadQuest script isn't showing up, make sure to go into the Papyrus Script Manager and compile it first! Thanks robersonb1
  3. Augh3d
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    Hey, thanks very much for working on this issue/shortcoming of the game first off.

    Just figured since it's as good a place as any, I'd ask about a related function (I'm a layman user only, by the by). Is it at all plausable that multiple shell/bullet/whatever ammo reloads could in any way, on paper, be allowed to cut short? I mean like loading a couple or a single round into a weapon which is fully empty? Combat situations where you get interrupted and just want to blast some rude interloper before continuing your reload, you know. This, along with the problem you've already thankfully actioned, have basically written off these type of weapons for me completely in the past, I'd imagine there are others out there too. I figure the answer is a near certain "no", but might as well get it answered on the record so I can stop thinking about it.

    Thanks again for your efforts so far with the groundwork for the Lever Action.
    1. SkrachUglogwee
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      As of right now that isn't possible. Kinggath and I are looking into it but we can't seem to find anything. You never know though, in the future F4SE could hold the power to all us to implement that!
    2. Augh3d
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      Appreciate your taking the time to confirm that much, here's to what the future may bring!
    3. circ
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      Convoluted and likely impossible way. Split each bullet inserted into its own animation loop. Have a script count the number of loops - if loops get interrupted, hotkey or whatever, insert X number of bullets into gun.
    4. DOOMBASED
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      This is one of the very reasons Hitman is holding back on doing a Pump Action Shotgun animation
    5. rkelly1
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      well now we have it. get hitman on the horn and tell him we have what he has been looking for.
    6. robersonb1
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      That's not entirely true.
    7. kinggath
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      @circ - we're looking into a way to controlling the amount of bullets actually inserted in the gun. The engine by default watches for the reloadComplete animation event and then just refills the gun to full. We may have a workaround, but it needs more testing.
    8. a_blind_man
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      "Convoluted and likely impossible way. Split each bullet inserted into its own animation loop. Have a script count the number of loops - if loops get interrupted, hotkey or whatever, insert X number of bullets into gun."

      I looked into this a few months ago before animating a pump action shotgun, and ended up with a script that works in the same way as this framework. The only thing holding me back was not being able to load rounds individually. I have tried everything I could think of to get it to work, and I'd be pretty confident saying it is impossible to load a specific number of rounds in FO4 (unless F4SE adds the functionality).

      The closest I got was using different dynamically added OMODs on the weapon that change the ammo capacity on each reload. For example, the base gun has a capacity of 1, you load one shell and the script adds an OMOD with capacity of 2, you load the second shell and the script adds OMOD with capacity of 3. And so on until you reach some predefined limit. This has the downside of re-equipping the weapon in the player's hands every time an OMOD gets changed though, also the player has to press R to load each shell.
    9. StealthAria
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      Any way to repurpose bits of the laser musket/assaultron head/prototype gauss rifle reload to achieve this? It seems like the perfect solution since the laser musket only loads 1 charge for each press of the reload key and doesn't need a full "magazine" to fire. Maybe just make exact use of it and just script the gun to loop the reload until the magazine is full?

      It seems like such a simple solution though, so I'm guessing it requires some functionality we don't have? Or it was overlooked because it's too simple.

      Either way, It isn't something I can do from scratch. I can fix broken code and create unorthodox workarounds, but writing from scratch is outside my skillset.
    10. StealthAria
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      Supplemantal note:
      Probably useless in FO4, but in BF1 they use a system of what's basically bullets, clips and magazines to allow multiple stage reloads. The weapon scripting from there might be able to serve as a reference depending on how FO4 handles the laser musket.
    11. SkrachUglogwee
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      Obvious thought would be to use a system similar to the laser musket, i.e a looped reload, but the issue with that is the charged shooting. Since this stuff is controlled in the gun behaviour file, theres no way to seperate the looped reload and the charged shooting.
  4. robersonb1
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    Also needs to be included that if the MultipleReloadQuest script isn't showing when you set up the quest and add the script, you need to go into the Papyrus Script Manager and compile them first.
  5. MizterMoonshine
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    Just wondering, is it possible to create a bullet chambering mechanic? Like when you reload in the game right now your guy always chambers a new bullet even if your mag wasn't empty.
    1. kinggath
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      AFAIK, you can do whatever you want for the reload/bolt animations - so nothing special required to do that - the animator just needs to include it.
  6. kahvipannu84
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    Awesome.
    1. SkrachUglogwee
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      peng yeh
  7. Scar11
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    Will you marry me pls ?
    1. SkrachUglogwee
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      Yea, why not eh?
  8. putiby
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    Great community resource, well done! :-)
  9. antistar
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    Nice; thanks for putting this out.
  10. robersonb1
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    BTW just a quick aside that you should mention that the equipfast.hkx 1 frame animation file needs to be 1 frame of the weapon idle. Might be important information to the uninitiated. Great job to both of you on this.
    1. SkrachUglogwee
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      Yea that is pretty important haha. I'll get that fixed right away.
  11. ShillberDillbert
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    i'm gonna nut
  12. Omen267901
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    Wow. I'm not a modder but this seems huge. How long until this hits Hot Files?
    1. SkrachUglogwee
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      No idea haha. I'm not too fussed about that though. As long as I influence some authors to create pump action shotguns, I'm happy.
    2. Slaughters
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      As a fellow lover of pump action shotguns. YES!
    3. PukinDumpling
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      Pump-Action shotguns! YEAH!