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Project Flintlock by Ghosu

1.3
Released: 09/11/2012
Last Update: 11/01/2013
Download: http://skyrim.nexusmods.com/mods/26653/

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- Requirements -
Dawnguard DLC, Skyrim Version 1.8+

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- Overview -
This mod adds a Flintlock Rifle, a Blunderbuss, a Grenade Launcher bayonets, rifle cartridges, supplies, a Steampunk Mask and a new area (Outlander's Camp & Cave) to the game. A sequel to my Musket Mod Alpha.

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- Details -

Dawnguard is required. If you're using or used my Musket Mod Alpha i would recommend (!) to uninstall or at least deactivate it. Just to be on the safe side, though i'm pretty sure it works together as well since it's a completely new standalone mod. But it could mess around with Musket Mod's animation IF you activated it, i recommend to use this mod only - it's more advanced as well.

Improved: New rifle model, better textures and smoke effects, same version for 1st and 3rd person view, no animation replacer needed, it comes with the original animation files (so it won't mess up the original crossbow animation - since it is based on this weapon), everything is craftable, added bayonets and a new camp with new models, supplies, some weird guys and a Steampunk Mask.

Installation:

Copy meshes + textures + sound folder & GHOSU - Project Flintlock.esp to your Skyrim\data directory.
The folder-structure should look like:
... Skyrim\data\meshes\GHOSU - PFL\ ALL NIF FILES
... Skyrim\data\textures\GHOSU - PFL\ ALL DDS FILES
... Skyrim\data\sound\fx\GHOSU - PFL\ ALL WAV FILES
... Skyrim\data\scripts\ ALL PEX FILES
... Skyrim\data\GHOSU - Project Flintlock.esp

Make sure that the plugin is activated in launcher => DATA FILES (should be by default)

How to retrieve the new items?

1) You can travel to the new camp and search for loot, especially in a big chest in the cave below the camp. It's south-west of Whiterun (Outlander's Camp) - see map on TheNexus (link above) or console COC GHOSU_BASE to teleport there.
or
2) You can find everything in the forge menu, STEEL (items) and MISC (supplies).
or
3) Open console, enter HELP RIFLE, the program shows you different items (rifle and ammunition) and codes. With page up and down you can browse the list, enter PLAYER.ADDITEM code 1

Code should look like XX002F9B, XX= the load number of the mod, and the 1 afterwards = quantity. For example PLAYER.ADDITEM 03002f9B 1 - this is just a random combination. Screenshot explanation in the gallery.
You can add all the other items as well, just search for them - like HELP MASK or HELP LEAD or HELP BLUNDERBUSS and so on.

There is an animated version of the rifle/blunderbuss, the animation looks not authentic BUT because of the game's modding limitations it's not possible to make a better one. Some kind of animation looks better than nothing - 2 parts are out of place but i was forced to model it this way to fit the original crossbow animation, on which it is based. I added a rigid version as well if you don't like the animation or prefer to play in 3rd person.
Check out my video to see the difference, it's not as bad as it may sound. There is a normal ammunition bag and an invisible one if you run into clipping errors with your armor or custom body mod.

New in version 1.1: The bayonets are now directly attached to the rifle's model, so there are 8 rifle models (1x animated +3bayonets, 1x rigid +3bayonets), all bayonet bugs with custom races should be fixed in this release.
New in version 1.2: Added a Blunderbuss with better effects, it's a short/medium ranged weapon that comes with an own ammo type (Blunderbuss ammo) - 3 versions - 20/40/60dmg, just pick the dmg range you prefer.
New in version 1.3: Added a Grenade Launcher with area dmg/knockback, it's a medium/long ranged weapon that comes with an owm ammo type (grenades) - 5 versions 25/50/75/100/125/150dmg, added Rifle Balls variations and new muzzleflash effect

General note: Because of different viewpoints the effects might look a bit out of position from sideview in 3rdperson but okay from behind, but more important: it looks good in 1stperson.
Note, Flintlock Rifle: The impact area is slightly above the crosshair since the 1stperson HUD is not quite accurate, doesn't matter in normal combat but might be of interest at long range, the bullet's gravity is set to 0.
Note, Blunderbuss: There is only one bug i'm aware of, don't think it can be fixed since it's a side effect of the new effects: Sometimes the first shot spawns an explosion/smoke effect at impact - just reequip the rifle or save/load...or shoot at an area you won't see, it's no big deal.

Damage should scale with your skills/lvl, more dmg than crossbow but longer reload time - you can adjust these values in a few seconds, see gallery and video or follow these instructions:
If you want to adjust the dmg or reload time open the Creation Kit, LOAD, check DAWNGUARD.ESM and GHOSU - Project Flintlock.ESP in
the left window, set GHOSU - Project Flintlock.ESP to ACTIVE FILE and press OK. In the object window check *ALL, search for Ghosu and open the found form you want to edit (in this case _FlintlockAnimated or rigid, the bayonet versions are named SHORT LONG and SWORD).
Adjust the dmg/speed values in this window, press OK and SAVE. (see screenshots on TheNexus or my video for further details)

Please endorse if you like the mod and watch the video to get an idea about the whole thing, i explain how to adjust values (like dmg,speed,volume...) in Creation Kit as well.

Hope you enjoy the mod, thx for reading.
Thx to AcidZebra for his great scripting support and to my "beta tester" (Shadowjin, DragonAge7,Controlled,Chris Di Cesare and kneebitingjerk)

greetings
Ghosu