Sorry guys, I don't maintain this mod anymore. I created it back before expansions, and only updated it to add some expansion weapons. I don't remember much of anything from this mod. If someone wants to take it over and rebuild it, you have my permission. All work was mine, so no other permissions needed.
Change the animation type ID of the weapon from HandtoHandMelee to OneHandSword. Don't worry, it won't f*#@ up the animations. You'll need FO4Edit to do this.
Hey WarMachinex0, is there a reason why you applied all keywords available for specific melee weapons to e.g. the power fist?
I did some research lately and couldnt find anything why power armor is blocking power fists? Is it because of the animation which is missing? I know super mutants cant use flamers by default, if you change the animation to e.g. the minigun they can use a flamer. Now its doesnt work with the power fists and power armor though.
Any guess, thought, research on your end Cheers for sharing.
The fact this mod adds an invisible variant of the various unarmed versions is just amazing! It always Bothered me that the Power armor has bonus to Unarmed, but no additional "weapon" could be equipped.
Heck, even just taking a rebar, and wrapping it into a circle a few times, and using smaller wire and a bunch of railway spikes and now you got effectively an unarmed knuckles with spikes the size of a finger befitting of not just the powerarmor, but would even fit the theme of the whole homebrew nature of like pipe guns and the like... Ofcourse, should be limited to just the power armor if possible, since that would be beyond unwieldy to hold unto otherwise...
Not sure I understood the description in its entirety. This mod adds weapons that can be used while in power armour right? Both invisible and visible versions. But these do not work as modifications to power armour arms/fists themselves?
It adds craftable versions of the items ingame, that can be used while in power armor. I chose this method instead of editing the forms directly to be compatible with other mods. These are unarmed weapons, not mods for the power armor. For instance, if you wanted to use the meathook while in PA, the vanilla game wouldn't let you equip it, this mod lets you craft a meathook that can be used while in PA and unarmored with similar stats.
I'm not sure what that is. If its another power armor, or power armor overhaul it will work fine. Should work fine with all mods as the edits are new items, not modifying base files.
Wow, finally! You fixed a core mechanic with unarmed that people didn't really care about being broken since the last patch, except for the five unarmed users here including myself who were frustrated to no end by that. I haven't used the mod yet, but I'm no doubt excited to. What kind of animation glitches should I expect using your mod? Also I'm curious, how did you figure out a fix for this PA + unarmed glitch in the first place?
Edit: Oh, I see the clipping now with some of the weapons like the Powerfist in the screenshots. Wonder if that could be fixed by adjusting the x, y, z positions with GECK? Or I guess that would lead to the same animation issues for non-PA.
Hello, I have tried. The game gets wonky with the super mutants and 3rd person powerarmor. All game animations where made to use the standard player skelly. When I adjust their position the models flip and go in even weirder positions. Been trying to reply earlier but the ads and page scripts on nexus are killing my browsers.
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to work with this mod?
I did some research lately and couldnt find anything why power armor is blocking power fists? Is it because of the animation which is missing? I know super mutants cant use flamers by default, if you change the animation to e.g. the minigun they can use a flamer. Now its doesnt work with the power fists and power armor though.
Any guess, thought, research on your end Cheers for sharing.
It always Bothered me that the Power armor has bonus to Unarmed, but no additional "weapon" could be equipped.
Heck, even just taking a rebar, and wrapping it into a circle a few times, and using smaller wire and a bunch of railway spikes and now you got effectively an unarmed knuckles with spikes the size of a finger befitting of not just the powerarmor, but would even fit the theme of the whole homebrew nature of like pipe guns and the like...
Ofcourse, should be limited to just the power armor if possible, since that would be beyond unwieldy to hold unto otherwise...
"Come here Swan, i got something for you!"
Edit: Oh, I see the clipping now with some of the weapons like the Powerfist in the screenshots. Wonder if that could be fixed by adjusting the x, y, z positions with GECK? Or I guess that would lead to the same animation issues for non-PA.
I have tried. The game gets wonky with the super mutants and 3rd person powerarmor. All game animations where made to use the standard player skelly. When I adjust their position the models flip and go in even weirder positions. Been trying to reply earlier but the ads and page scripts on nexus are killing my browsers.