Legend: 1HP (One Handed Pistols), 2HA (Two Handed Automatic), 2HR (Two Handed Rifle), 2HH (Two Handed Handle)
1HP, 2HH, and grenade animations are global so everything will work automatically. The 2HR animations are not global but it is already scripted in Titans to automatically search for and add lever action rifles (something that I've actually forgotten about). So it's really just 2HA weapons we're looking at. To apply the 2HA animations to a new weapon, it needs to be added to the form list first:
TNWOneHanded2HAList
There are a few different methods to do this. First method is via runner script. This requires JIP NVSE. Create a .txt file in "*MyMod*\nvse\plugins\scripts\" with the name prefix "gr_" (ie, gr_mymod.txt), and add the following lines to the text file:ListAddForm TNWOneHanded2HAList MyAutomaticGun
You can look at "gr_tnw_titans_1h_1ha.txt" in Titans as a reference, if needed.
Second is a traditional quest script. Create a new quest in your ESP plugin, fill the quest ID (ie. MyQuest), tick the "Start Game Enabled" box, and attach the following as a Quest Script to your quest:scn MyQuestScript
Begin MenuMode
if GetGameRestarted
else
return
endif
StopQuest MyQuest
ListAddForm TNWOneHanded2HAList MyAutomaticGun
End
Third is dragging and dropping the weapon form into the form list in GECK. This is however often problematic because direct changes like this will create a snapshot of the modified forms in the plugin, which means if those specific forms were to be updated by the mod, they will be reverted back to the whatever state they were left in in the patch plugin. I would avoid this method in general unless you know exactly what you're doing.
9 comments
Tried to use the third method, idle animation changed, but shooting and IS third animation doesn't, how to fix it?
"ListAddForm (?)* GunIwanttopatch" *FormList I don't know but would like to
Sorry, if I'm not meant to post here I just need some clarification. Thanks for the amazing mod and hard work you do!