I'm looking into this, but it's proving difficult. The Alien Disintegrator doesn't have any sight mods, so I have to attach the reflex directly to the receiver's mesh, but I can't get the holographic dot and circle to render when aiming because they're designed to only render at a specific angle. This is to ensure that they're only visible while aiming (fun fact: if you inspect a weapon in your inventory and angle it just right, you can actually see them just outside of the sight's boundaries).
To be honest, it's not very useful anyway. Distintegrators outside of VATS are extremely inaccurate, which was made even more obvious when I had a reticle to compare my shots against. The Disintegrator feels like the complete opposite of the Laser Carbine, in that it was designed solely for VATS usage. I'll keep trying, but I don't know if it's worth the effort.
That’s great! I hope you can find a way to make that possible. personaly, i'm not a big fan of using vats that why i think that weapon need a reflex sight. Thanks for taking the time to answer my question!”
I finally grinded up (and past, lol, reached the 1K supply caps without noticing) to get the rifle but... I'm having a hard time using it because of its animation.
Since I see you seem to manage models and Nif files better than me - I was wondering - is there any chance you could tweak the idle 1st person animation to make it look a bit more "stiff" and less wobbly?
All that movement IMO feels exaggerated and definitely gives me nausea (feels like the player is stunned, not even heavy weapons wobble like that). Maybe even just slowing it down-a lot?
EDIT: I kinda understood what the creator of the "Lowered Weapons" mod does (an animation swap with a pre-existing "lowered gun" animation usually played when you're close to a wall), so this might not be an issue anymore - even if this weapon seem to have a different scheme for anims? Either way, thanks for your mod - I'll merge it (privately) with my tweaks. and if you could tweak the idle anims to be a bit more stable "stable", that's a plus ^^ Of course if my tiny tweaks do work, I'll share them here as well ^^
Sadly, as far as I know it's currently impossible to modify animations from 76. Even trying to use animations from 4 won't work; for example, the first time I ever modded this game was trying to use a set of right handed Hunting Rifle anims made for Fallout 4 during the public beta, only to spawn in game and have my character refuse to equip any Hunting Rifle (to be honest, I'm still surprised to this day that it didn't just immediately CTD). After that I tried to experiment with some direct swaps of base game anims from 4, which theoretically should be identical to their 76 counterparts, and they still wouldn't function. I tried again a couple years ago to see if anything had changed, but had the same results.
I don't really have any experience modifying animations, but my best guess is that they used an updated version of Havok for 76, even for the animations recycled from 4. The Lowered Weapons mod works for the exact reason you described: it's swapping animations that already exist in 76, without directly modifying them. I spent the first few years of 76 hoping the custom animators from 4's modding scene would show at least some interest in 76 (even now, I'd still love to have a right handed Hunting Rifle in this game), but I've pretty much given up hope at this point. If my theory about it being a new version of Havok is accurate to any degree, it might not be possible even if they were interested due to lack of SDK access.
Awesome, this is perfect! I agree that they should have given us some sort of sight for a gun so oddly shaped. While the reflex sight is partially obscured as others have noted, it still makes this gun infinitely more usable. Thanks!
Edit: I'll have to use your mesh swap. I wasn't paying attention lol. Looks like it will help a lot.
Whats funny to me is that when this weapon was introduced in the pts for the first time some guy posted a f*#@ing bible feedback about what can be added to this weapons to make it better one of them was adding a reflex right because of how big this weapon was. ( btw cool mod)
And by the look of thing they didnt even bother reading it, like not even the filling bar thingy in the weapon is animated; f*#@ing lazy incompenent fucks.
I was waiting for this mod, because V63 Laser Carbine is my main weapon now hah. Reflex sight's view is blocked a little from the left side by Overclocked Capacitor tho (if picked).
I'll take a look at it and see what I can do, but the most likely solution would be swapping the receivers to all use the base mesh from the standard receiver. I can't move the sight any higher, that simply isn't possible with 76's limited modding capabilities.
Edit: I took a look and, as I expected, all I can really do is swap it to the standard receiver mesh. I tried rotating the Overclocked receiver so that the obstruction would move from the top to the side, but I couldn't do it in a way that looked good. It's available as an optional file, and also includes the Insulated receiver (it isn't as obstructive, but I figured if I was going to do one, I might as well do both).
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i have a request, could you do the same thing for the alien desintegrator maybe a scope or reflex sight ?
To be honest, it's not very useful anyway. Distintegrators outside of VATS are extremely inaccurate, which was made even more obvious when I had a reticle to compare my shots against. The Disintegrator feels like the complete opposite of the Laser Carbine, in that it was designed solely for VATS usage. I'll keep trying, but I don't know if it's worth the effort.
I finally grinded up (and past, lol, reached the 1K supply caps without noticing) to get the rifle but... I'm having a hard time using it because of its animation.
Since I see you seem to manage models and Nif files better than me - I was wondering - is there any chance you could tweak the idle 1st person animation to make it look a bit more "stiff" and less wobbly?
All that movement IMO feels exaggerated and definitely gives me nausea (feels like the player is stunned, not even heavy weapons wobble like that).
Maybe even just slowing it down-a lot?
EDIT: I kinda understood what the creator of the "Lowered Weapons" mod does (an animation swap with a pre-existing "lowered gun" animation usually played when you're close to a wall), so this might not be an issue anymore - even if this weapon seem to have a different scheme for anims?
Either way, thanks for your mod - I'll merge it (privately) with my tweaks. and if you could tweak the idle anims to be a bit more stable "stable", that's a plus ^^
Of course if my tiny tweaks do work, I'll share them here as well ^^
I don't really have any experience modifying animations, but my best guess is that they used an updated version of Havok for 76, even for the animations recycled from 4. The Lowered Weapons mod works for the exact reason you described: it's swapping animations that already exist in 76, without directly modifying them. I spent the first few years of 76 hoping the custom animators from 4's modding scene would show at least some interest in 76 (even now, I'd still love to have a right handed Hunting Rifle in this game), but I've pretty much given up hope at this point. If my theory about it being a new version of Havok is accurate to any degree, it might not be possible even if they were interested due to lack of SDK access.
I agree that they should have given us some sort of sight for a gun so oddly shaped.
While the reflex sight is partially obscured as others have noted, it still makes this gun infinitely more usable.
Thanks!
Edit: I'll have to use your mesh swap. I wasn't paying attention lol. Looks like it will help a lot.
And by the look of thing they didnt even bother reading it, like not even the filling bar thingy in the weapon is animated; f*#@ing lazy incompenent fucks.
Edit: I took a look and, as I expected, all I can really do is swap it to the standard receiver mesh. I tried rotating the Overclocked receiver so that the obstruction would move from the top to the side, but I couldn't do it in a way that looked good. It's available as an optional file, and also includes the Insulated receiver (it isn't as obstructive, but I figured if I was going to do one, I might as well do both).