Due to some IRL issues I don't have time to fix the animation issues. If someone wants to release a patch/release a redux of this you're welcome to as long as credit is given.
Whelp hope your issues get sorted out smooth as possible, this is still a fine nail gun though. Maybe someone else will come out of the woodworks and fix it, perhaps. I think the easiest way would to be just extend the grip downward to avoid the clipping, at least with that one issue, though I don't know how much effort such a small sounding edit would actually take.
Having played with it for a bit, I think I just have one bit of criticism; I think it would be nice if it actually fired a nail projectile, with travel time, like the NV version. Or at least a nail projectile model to have in VATS, because seeing the regular 10mm round in vats is a bit jarring.
Funnily enough, while tweaking the gun using the Creation Kit after altering the model to remove the clipping issue, I found that there actually is a proper nail projectile (labelled as a casing, oddly enough) included with the download.
The author seems to have simply forgotten to finish setting up the Nailer's custom ammo type properly (it's currently using regular 10mm as the basis, hence the muzzleflash and hitscan), because it was trivial for me to set that up myself and get it working fine by using the Railway Rifle's spike ammo as a basis - which had the benefit of removing the inexplicable muzzle flash the current iteration of the weapon produces when fired in addition to giving the projectiles a reasonable travel time and even noticeable drop.
Really simple fix, so it'll likely get addressed whenever the author gets around to updating the mod. Just gotta be patient.
Oh, that's good to hear! Thanks for pointing that out. If that gets changed, this will basically become a must-have in my load order. I think the only other criticism I have is I keep finding thousands of nails in random toolboxes, even at like level 1. I feel like just getting maybe 10-35 nails per toolbox at all levels would be more sensible.
Don't know why so many modders are opposed to this when it comes to smaller SMGs or just don't do this, but why not make the 1st person animations the same as he 10 mm auto pistol? is there a technical issue preventing it? Both hands on the pistol grip would solve the clipping issue for at least the 1st person main grip instead of making the thumb go through the magazine chamber. I noticed the third person grip does this right by default in your mod, but the first person one doesn't. seems odd to me.
On this, you've (visually) made the classic mistake of not having something in the front of the 'gun' to hold the barrel. Every movie/show I have ever seen one of these being used also makes this mistake. A nail-gun needs to be pressed up against something to work, so you have to use use something to hold back the barrel in front if you are trying to shoot it in the air (a hammer works nicely - just don't block the barrel hole!) You could have just had a welded strap of metal across the barrel above or below the chamber.
As a guy who's worked in construction his whole life, this is one of my pet peeves, since us morons who liked to shoot these things at stuff we shouldn't have (don't call OSHA!) had to develop the skill of pulling while-not-blocking. Also, there is no way to accurately aim these things - those nails go EVERWHERE.
All that being said, the model looks very nice, and since this isn't OUR Earth, and its the Fallout Earth where things like OSHA probably never even existed (the most unsafe Earth ever!), its likely they never bothered to install safety features in anything... so I'll go away now. Cheers
Or... now hear me out... people using it as a weapon may have modified it so the built in safety features no longer worked... crazy, I know, but this sort of thing has been known to happen in the past.
Also, it's a fantasy video game weapon, so who gives a wet slap?
35 comments
If someone wants to release a patch/release a redux of this you're welcome to as long as credit is given.
The author seems to have simply forgotten to finish setting up the Nailer's custom ammo type properly (it's currently using regular 10mm as the basis, hence the muzzleflash and hitscan), because it was trivial for me to set that up myself and get it working fine by using the Railway Rifle's spike ammo as a basis - which had the benefit of removing the inexplicable muzzle flash the current iteration of the weapon produces when fired in addition to giving the projectiles a reasonable travel time and even noticeable drop.
Really simple fix, so it'll likely get addressed whenever the author gets around to updating the mod. Just gotta be patient.
As a guy who's worked in construction his whole life, this is one of my pet peeves, since us morons who liked to shoot these things at stuff we shouldn't have (don't call OSHA!) had to develop the skill of pulling while-not-blocking. Also, there is no way to accurately aim these things - those nails go EVERWHERE.
All that being said, the model looks very nice, and since this isn't OUR Earth, and its the Fallout Earth where things like OSHA probably never even existed (the most unsafe Earth ever!), its likely they never bothered to install safety features in anything... so I'll go away now. Cheers
Also, it's a fantasy video game weapon, so who gives a wet slap?