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  1. I've been playing around with the Rock-It-Launcher in the hopes of making a grenade launcher. She works, I made a new form list with only frags, replaced the projectile with a frag, and they even bounce a round a little which I think is neat; but the only reason it's a "frags only" list is because I can't figure out a way for grenade variants to use different explosions. Is this something I can feasibly do, or should I stay humble and stick to frags? I was thinking of adding a way to convert grenades into an ammo type, then going the Vegas route, but I'd really prefer the RIL use actual grenades. I don't actually know how to do this, but I think I should do the above then add a menu item to convert nades to and fro from the Pipboy?
  2. I am trying to make a projectile for the Broadsider that is the regular cannonball projectile with the Junk Jet electricity effect that you get when you put the electification module on. I can only get either the cannonball projectile or the JunkJetShockFXS at one time. I'll also want to eventually put the fire effect on it.
  3. I am requesting for a modification to how Auriel's Arrow works. Recall how when you shoot at the sun with a sunhallowed arrow that the sun shoots out projectiles. I want that projectile to come out of Auriel's Bow/Arrow when I shoot it from Auriel's bow because it makes sense for an aedric artifact to fire bolts of magic, instead it fires an ordinary arrow but it explodes. I'll settle for The ability to shoot sunbeams out of auriel's bow with sunhallowed arrows as the sun would in the sunstorm effect, OR the ability for the Sunhallowed Ammo to shoot sunbeams from any bow failing that. And this has to be done with no additional records, purely overwrites if possible so it can be merged into a bashed patch. I changed the PROJ of the Sunhallowed Arrow AMMO into the "Light Bolt" PROJ found in the dawnguard esm. It fires a ray of light but without the explosion I want nor the sound. See link for the result: https://imgur.com/ib7RIhY To this end I tried editing it on TESVEDIT with varying degrees of success. That's the best my current modding skills can do. Thanks in advance
  4. so i made some new projectiles using some modder ressource, i cansee them using preview window in geck,, but when i load a weapon using them in game there is no projectile att all,, i see the chosen muzzle flash ans impact data,, but nothing in between. and no its not a speed thing i set it at low speed and still nothing.
  5. Hi all, In the mod I'm developing, I have a "melee" weapon that launches a spray of projectiles (think simulated concentration spell from skyrim vis-a-vis ballistic fist from FNV). Everything works wonderfully, except that because it's classified as a melee weapon, VATS only works within melee range. I've tried altering "reach" and "range" in the form, but neither have worked. I looked into Perk Entries, but the only relevant entries I saw for VATS were hit chance and Blitz, but I don't want to "teleport" in VATS as with Blitz, I want to stay where I am, like when shooting a gun. Is there a way to modify the melee VATS range without "teleporting" into VATS melee range? (Preferably a method that can be restricted with a keyword so as not to affect vanilla melee)
  6. I just released this mod the other day and I'm working on the first update. I'd really like to make the Cannons above deck fire actual Cannonballs. I don't even care if they hit anything, just firing in a straight line would be cool. Maybe I'll add a puff of smoke and a spark FX. I already made them into activators that play the artillery sound. I've tried many times to reverse-engineer the traps in the CK cells called WarehouseTraps and WarehouseGunTraps. I've also studied the vanilla USS Constitution. I can't make any sense of how they work together. Looks like there's a button, an activator, a dummy weapon and a projectile. If I select one of them they are all selected, so I guess they're grouped together somehow. If I can just get my head around how it works I can take it from there... Kudos and mod page credits for anyone who can help me figure this out. Thank you :smile:
  7. Description: A craft-able scripted gold ring that when worn will modify certain player's arrow projectile values regardless of ammunition equipped. The values are: Gravity: 0.000000 Speed: 20000.000000 Range: 25000.000000 Collision Radius: 0.500000 Collision Layer: L_LIVING_AND_DEAD_ACTORS VNAM - Sound Level: Silent The effect should not modify any other aspect of the equipped ammunition except for the values above and only take effect when the gold ring is worn. Thanks!
  8. I'm learning how to make mods and so far i was only able to edit mods made from other people using FO4EDIT. So Bloatflies shoot maggot at you but they disappear very fast. Can someone help me create a mod that will make the parasites stay on you longer? There is already a skyrim mod that makes arrow stay longer on you surely it's not difficult to do.
  9. Hello everyone! I know there is a topic related to this, but i tried the instructions and stuff from there,a nd they didnt seem to be work.. I don't know what to change or what to do anymore, to be able to shoot mobs from above,or from a high distance. I tried to modify my Skyrim.ini many times, and try different methods, but they didnt seem to work.. [Combat] f1PArrowTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 f3PBoltTiltUpAngle=0.7 [Actor] fVisibleNavmeshMoveDist=14000.0000 in the 2nd try i modified the angles to 0.0, so, the projectiles had to shoot DIRECTLY where the crosshair looks. But it didnt work... I also tried with bigger distance, but i failed again...... I don't have any bow, crossbow or projectile mod , which should interfere with these settings, so i really dont know what the hell i do wrong:\
  10. I need some help with recoloring the plasma pistol projectile to a blue/cyan color I've already changed the material color and all the vertices through the block data in nifskope but when I tried the projectile out in-game the tendrils that follow the projectile remained green. Any help would be greatly appreciated thanks in advance.
  11. Sorry, Google comes up with nothing for this so if it is painfully obvious, thank you for answering anyway. I'm trying to move the projectile node on hunting rifle models to be lower. In NifSkope I don't see any projectile nodes in any of the hunting rifle meshes, where can I find it? Or do I have to edit it in FO4Edit? Thanks!
  12. Hey! Right, so I've been trying to figure my way around this new engine for a while now and I've started to run into a few issues. Currently, my problem is as follows: 1) A mod added to the Railway Rifle allows it to five spikes with a custom ammo type & projectile type (flechette bundles). 2) Given that the projectile is typed as an 'Arrow', it seems to have a random chance of adding duplicates of said ammo to the target's inventory (I could switch it to 'Missile', but this looks rather shoddy in-game). 3) Unfortunately, as this is called on each impacting projectile, this can lead to an NPC having more ammo on them than they were shot with. Basically, what I'd like to do is: A) Create a new Projectile base type with the properties of 'Arrow', but without the chance to duplicate itself. or B) Figure some way of scripting the projectiles to add standard Rail Spikes (my preference) whilst deleting any incidences of the custom ammo type. Regarding B, I'd tried to get this to work by applying a dummy explosion to the custom projectiles, then adding an enchantment w/ effect to add and remove the relevant ammo types. However, this resulted in the projectiles having no impact data against static objects in-game, nor did the ammo add/remove itself. The script I ran: Scriptname ERRBurstAmmoScript extends activemagiceffect Actor Property akTarget Auto Ammo Property AmmoRRSpike Auto Ammo Property ERRBurstAmmo Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.AddItem(AmmoRRSpike, 1, true) akTarget.RemoveItem(ERRBurstAmmo, 5, true) endeventSo, yeah. It's a massive fustercluck, but hopefully smarter people than I can work it out.
  13. hello all. newly joined the mod scene, I have been learning mostly on trial and error, google, and youtube. one thing I have not been able to accomplish is having a projectile explode on a delay after it has struck an npc. I can get them to explode exactly how I want when they impact any other object, but without making any changes in geck the same projectiles will not detonate when they strike an npc. I spent about 2 hours testing individual options such as can be picked up, crit effect, explosion type, different projectile models (mainly the railway spike on a hunch because it sticks around a while) and then a multitude of them combined. so far I have had no success, and haven't seen any topics about it. The geck tutorial on Bethesda briefly refrences the options for explosions in the projectiles tab, but does not elaborate on the details. any help is appreciated. I hope to keep learning more and eventually contribute to nexus, just have to get more familiar with the tools.
  14. Hi guys, I've currently finished the model for a new weapon, and the models for the ammo and a projectile model. You can see the weapon here. I am having a problem however, on the projectiles part. I'm sure you all remember the Railway Rifle from Fallout 3, and that you could see the rail spike flying through the air when you shot it. This is what I have been trying to reproduce in New Vegas with my custom projectile. I haven't been able to accomplish this however, and there is no visible projectile when the weapon is fired. I suspect that there may be extra settings I need to add in NifSkope, but I am totally inexperienced with NifSkope data and flags etc. So if anyone knows how to fix this, I will gladly send them the mesh to work with. Any and all help will be appreciated, cheers, BayK.
  15. I would love to figure that all out please tell me what i might be missing to make nails Explode it seems anything i try to shoot out a nail gun will not explode
  16. Was thinking of making a plasma machine pistol since glock makes machine pistols today and they also make the plasma defenders in fallout I thought it would only make sense that a plasma machine pistol should exist. This is fairly simple to make in the geck and I have done so, the one issue is that the plasma projectiles were not made to be fired rapidly, within a second of holding the mouse button the glare coming off the barrel was blinding My idea is to recolor the alien blaster projectile as it is the only other "missile" type energy projectile and it doesn't leave any glare after being fired. I need help turning it from blue to green I know there have been other threads for this topic before but everything recommended so far has not worked I've tried changing the vertex colors from blue to green but in game they still show up blue and changing the color of the referenced texture has not worked either any help would be greatly appreciated
  17. Similar to the Skyrim mod/setting that let arrows hit from across the continent (which was very awesome for testing your bow skills), It would be nice to see this for the guns in Fallout. The Range stat on the weapon doesn't seem to matter here. I tested a 150 and 300+ range laser gun, which both stopped hitting the target at the same fixed distance. I use pistols and just made my first long recon scope on a laser pistol. I headed towards the vault from Sanctuary and tested it by shooting a stationary companion in Sanctuary, and once I got a bit up the hill, none of my guns would hit anymore. I know this isn't a huge deal in this game but it would be nice to have a fix. If I can see an enemy, I want to be able to hit them. [Actor] fVisibleNavmeshMoveDist=10000.0000 This was the "skyrim.ini" fix, but that didn't seem to work, but I have noticed that projectile weapons like my Plasma Pistol went much farther than hit-scan guns like the laser pistol. So I guess for now I'll have to put a big scope on a plasma weapon.
  18. Hi all, I'm currently having trouble with projectiles placed via script. I have the script set up to place a securitron missile projectile at a specified xmarkerheading. However when placed the missile doesn't move as if it has been fired, which is the effect I want. It just remains stationary emitting the trailing smoke etc. In the script the projectiles are placed inside a gamemode block, as I want several to appear in sequence with a timer, which is working. I have just tested and if I move the spawning of the projectiles to an onactivate block they work as intended, and move as if they have been fired. Any help getting the projectile to work from an onactivate block would be appreciated. Thanks in advance BayK
  19. So I have been working on a mod that adds a new spell, which in many ways should be very simple. The difficulty is this spell will not use one of the default/vanilla projectiles, so I have made my own. I've been working on creating the art file for the projectile, but I'm hitting a lot of roadblocks. I'm very experienced with the creation kit, but have next to no experience using editors like NIFSkope. The spell is going to use a similar effect to the crows that swarm when encountering Nocturnal, which NIF can be found here: http://www.mediafire.com/download/wnyxirqz8eiy4l8/fxtg09nocturnalbirds.nif I need the effect (or need to know how to) turn this into a spell effect rather than whatever it is now. I have tried rotating and transforming everything so the crows come out of the caster's hand rather than being above the caster (I did it wrong, they appear way above head, I have no idea what I'm doing). I also have no idea how to make this animation occur for spell cast (the spell is either con. or fire and forget) because the animation does not occur (the crows just sit in pile above casters head). I would love an explanation on how to do this or for someone to do it for me! I'm pretty sure this would be quite simple for someone who knows how this stuff works. Thanks! Note: The linked file if the original NIF, I have done no edits to it.
  20. Hi guys. I'm currently trying to manipulate the projectiles fired by a spell. For example: upon firing a spell (say Firebolt), I'd like to increase the scale of the projectile I just fired. Is there any way this would be possible via script?
  21. So I am making a custom weapons mod. In it, I created an automatic gun which shoots miniature missiles. I created the projectile within the G.E.C.K. by using the data from a normal missile, applying the custom .nif and changing the explosion (first to the zhu rong fire burst, then to the powder charge explosion). I then applied the projectile to the gun, saved, then went into FNV to test it. Once in Fallout, I realized that the only way to do damage was to either get the explosion in the correct place (could only harm myself by shooting at my feet) or going into VATS. In order to fix it, I had to enable the Hitscan option in the projectile data. However, when tested, it caused the missiles to become invisible due to extreme increased speed (which i did not increase in the projectile data; I tried decreasing it, no changes.) and the explosion would not stop. The explosion would start where the projectile hit, but would then get stuck on a loop. I would greatly appreciate it if someone could help me figure out this bug.
  22. Hi all! I have authored a mod that adds several types of new arrows and a bow to the game. I would like to make these arrows not show up on the inventory of enemies that are killed by them, or failing that have a unusable version of them be show up. I would also like to make it so that when the Bow from my mod is being used the range and speed of the projectile is increased, so in essence Ide like to assign 2 projectiles to an ammunition type and have the type of bow used decide which projectile is fired. In my headcanon that would need a script that checks the player inventory for a specific Bow and Arrow equip combination and assigns the correct projectile type on the fly. I am under the impression that the above effects are only achieveable by writing new scripts, something I have no idea how to do. With that in mind I was hoping to draw on the communities' experience, any suggestions on where to start, existing scripts that could be usefull, any advice at all really would be super appreciated.
  23. I wouldn't mind if the game had SNES graphics. But effects clipping? Makes my eyes bleed! Besides the wand projectile being like throwing a FISH towards the opponents, it starts way too early and clips with the mage.
  24. So pretty much, at random times while playing NV, one of my guns will stop working. And it doesn't necessarily happen with just one either. Pretty much what will happen is I'll shoot the gun, I'll lose ammo, feel the recoil, hear the sound, but no projectile will come out, and nothing will happen to whatever I was shooting at. There doesn't appear to be a cause for this at the moment. Mod list is as follows: FalloutNV.esm ClassicPack.esm LonesomeRoad.esm OldWorldBlues.esm DeadMoney.esm RHKGilbertCompanion.esm fwv.esm NVWillow.esp Sprint Mod.esp fownv - Classic Sonic Screwdriver 1.0.esp DarNifiedUINV.esp LeatherBackpack - eng.esp Sunglasses Shipment.esp Sunglasses Shipment - Mechant.esp fwv.esp * Note that all mods are enabled. There are no disabled mods. To clarify, this is happens to any gun randomly. The only one it appears to be constant with is the Laser Screwdriver from the Fallout Who Vegas mod.
  25. I created a new Actor and gave it an Ability. The Ability consists solely of a MagicEffect with a script attached: Projectile Property SteelArrowProjectile auto Spell Property SpecialSpell auto Actor Target Event OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget endEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if akProjectile == SteelArrowProjectile SpecialSpell.Cast(Target, Target) endif endEventDespite properly setting the properties, the Actor never casts the spell when hit by a Steel Arrow. Am I doing something wrong?
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