Modding weapons

try messing with the animation timescale.

after extensive tests with modifications to the assault rifle, i have found that the "ammo used per shot" translates directly to rate of fire, but in a round about way i think. the changes effect _both_ first person and VATs (i.e. you give it a lower number and your Rof slows down, but it also slows down in VATS, decreasing the amount of ammo used per fire)

ive experimented with the RoF timing and the burst mode timing and neither seem to have any effect on Rof. im wondering if there are still parts of this puzzle missing.

i will try messing with some more of these unknowns and see what happens and i will let you know
 
madcaddie said:
Dubby said:
first row, last quad: 00 00 00 00 <- the second 0, underlined, is the automatic switch. 0 is off, 2 is on.

fourth row, third quad: 00 00 00 00 <- second pair from the left is an animation setting for automatic/burst fire, set it to 04

fifth row, first quad: 00 00 00 00 <- this is a float that represents how fast the gun fires. 1 is normal. if the weapon doesn't have an automatic animation already, then the number needs to be reasonably high, 18+ or more. (that's because without one, it fires much slower than it should)

lastly, double click on the (WEAP) entry and check the burst-mode flag (0x20000000).

Hey I tried this but it didn't work properly as the firing animation did not match when the weapon actually fired. Could you post an esp with the Laser rifle setup as automatic?

Ya not seeing it either could you make us a esp as so we can tell WTF we are doing wrong? 0_o
 
the "ammo used" number seems more like a "how much time to alot to firing animations" (number of passes through the animation = shots fired)

with the silenced pistol a 5 yields 2 shots a 7 yields 3, 10 yields 4 (checked by watching animation in vats, ammo used, and number of times damage dealt)

edit: 4th row 3rd quad....that is how the weapon is held when shooting in vats, 3 looks good with a pistol
 
Anyone have a complied refrance for whats in DATA and DNAM? Also anyone know where projectile speed is in the projectiles records/supercodes?
 
I'am also still confused about fifth row, first quad entries labeled Ammo Used Per Shot. Maybe it's not even a float because there are lot's of 1 values with different bytes. It can interrupt or mess up firing animation, perhaps a value to synchronise the bullets with the animation. Also there is a difference between the standard view and the aiming view, not to mention vats. The Reload Time entry seems more capable to change the RPM but it still needs to sync otherwise the animation will act strange.
 
ive done more testing on the whole automatic deal, but this time in reverse.

ive successfully been able to turn a Assault rifle into a semi automatic rifle by copying line for line the DNAM of the sniper rifle. however, continued tweaking proved to do nothing to change the actual fire rate of the weapon (i.e. the delay between trigger pulls in game. its stuck on forever and a day like the sniper)

any ideas? is this got something to do with the animations?
 
vashts1985

its still a mystery it works with some but not with others.

Do you know how to change ammo type?

Got the newest version of of fomm and ti can easily change criticals,damage,POV and stuff but not ammo type and fully automatic of coarse but it can change enough for me to play with it..
 
Dubby said:
fifth row, first quad: 00 00 00 00 <- this is a float that represents how fast the gun fires. 1 is normal. if the weapon doesn't have an automatic animation already, then the number needs to be reasonably high, 18+ or more. (that's because without one, it fires much slower than it should)

This float is the "ammo used" float it directly controls the fire rate of automatic guns such as the SMG and assualt rifles ie. double it and the fire rate will double.

Playing with the laser rifle I have absolutely no idea whats going on.

Edit: I've got the laser rifle firing automatically now however its ROF is still quite slow compared to the assault rifles due to the speed of the animations you can double this with the "Animation Timescale" flag however this changes the speed of all the weapon animations such as holserting etc. Although its doesn't appear to change reloading time as that seems to be independant. If you set "ammo used" too fast for the firing animation more then one shot is fired at once.

There is this wierd delay for the first shot though when you 1st press the trigger but the subsequent shots work fine though?? and you can stop firing and restart with no problem unless the weapon goes back to the rest postion (this is very slow with the laser rifle) when it starts again. Very wierd.

I suspect one of the unknown floats controls the delay for the 1st shot which is needed for the minigun to allow it to spin up before firing.
 
reload time = firing recycle rate or firing animation timescale of something similar
discovered that when i was working with my semi automatic assault rifles. hope that helps

P.s. why the hell cant i quote the code =(
 
The problem with reload time, it will also increase the duration of the reload animation in vats. Increase it, reduce the clip to get a reload entry in vats and you will see a long slow-motion.

The problem with Ammo Used Per Shot, it will increase the ammo usage with one vats shot. Another flaw, it's linked with the aiming mode firing animation.

The problem with Animation Timescale, it will increase the speed of all animations.

Maybe we should focus on the animation files itself, I know there are stored in the meshes.bsa but there must be a script to control them.
 
i did not notice any change in reload time in or outside of vats after toying with that attribute. however, very small increments have a huge impact on the firing rate. at least when you are using it in conjunction with the semi automatic firing animation (32[pistol], 26[sniper]....for instance) i have not messed with it on an actual automatic firing animation (74) so i cant really argue that statement
 
Talchia said:
The problem with reload time, it will also increase the duration of the reload animation in vats. Increase it, reduce the clip to get a reload entry in vats and you will see a long slow-motion.

The problem with Ammo Used Per Shot, it will increase the ammo usage with one vats shot. Another flaw, it's linked with the aiming mode firing animation.

The problem with Animation Timescale, it will increase the speed of all animations.

Maybe we should focus on the animation files itself, I know there are stored in the meshes.bsa but there must be a script to control them.

Yeah I know but I don't use vats so I'm not concerned at all by this.
 
vashts1985 said:
i did not notice any change in reload time in or outside of vats after toying with that attribute. however, very small increments have a huge impact on the firing rate. at least when you are using it in conjunction with the semi automatic firing animation (32[pistol], 26[sniper]....for instance) i have not messed with it on an actual automatic firing animation (74) so i cant really argue that statement

Note that every weapongroup has a different animationset, 32 is only the pistol animation if you use the animation group 3. If we could modify these groups itself it would be much easier to find a suitable animation without messing up the values.
 
i see. thats kinda weird but i understand what you are saying. i tried those 2 plus 38 (laser pistol) and sure enough, he held the rifle out with one hand like he would the pistol :?

i wonder if those are redundant animations left in the set after testing? or if one time they were all one set and they didnt bother to remove all of the animations once they split them into sets.
 
Indeed, the developers just override the animations. At least we can say they are also just a bunch of modders :mrgreen: .
 
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