[REQ/Question] Dart Gun

Post » Tue Sep 28, 2010 8:42 pm

From what I understand some Fo3 weapons and armors are still in the New Vegas geck, correct?
What about the Dart Gun, still in there? Becasue you know, mini crossbows are awesome.

Just something I really missed from Fo3.
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Elisabete Gaspar
 
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Post » Tue Sep 28, 2010 7:51 pm

Far as I can tell, the model and textures are both in, just unused. I've been thinking of trying to add it back in with different darts to achieve different poison effects, but I'm not that familiar with modding the game atm. :/

Also, I don't think the darts clutter object and projectile are still in the game, so that would have to be made from scratch, I'm guessing.
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Symone Velez
 
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Post » Wed Sep 29, 2010 7:20 am

Far as I can tell, the model and textures are both in, just unused. I've been thinking of trying to add it back in with different darts to achieve different poison effects, but I'm not that familiar with modding the game atm. :/

Also, I don't think the darts clutter object and projectile are still in the game, so that would have to be made from scratch, I'm guessing.


Do not forget the animations.
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Del Arte
 
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Post » Wed Sep 29, 2010 3:32 am

Do not forget the animations.


I assumed those were part of the .nifs for the weapons.
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Danial Zachery
 
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Post » Tue Sep 28, 2010 10:33 pm

Well, the dartprojectile.nif is in as is the dartgun.nif. Along with the textures. But when I previewed the weapon in GECK, I seem to recall it not showing up properly.
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Rachel Tyson
 
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Post » Tue Sep 28, 2010 10:08 pm

Well, the dartprojectile.nif is in as is the dartgun.nif. Along with the textures. But when I previewed the weapon in GECK, I seem to recall it not showing up properly.


Looks fine to me. And the gun's animation is in its .nif file. All that remains is to see if the 1st-person anims are still there. :P
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Sarah Unwin
 
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Post » Tue Sep 28, 2010 11:38 pm

Looks fine to me. And the gun's animation is in its .nif file. All that remains is to see if the 1st-person anims are still there. :P


The animations present on Weapons ARE NOT the animations that get played in-game when those weapons are used !, they are just left over data from the animator moving the meshes around in Max to make sure everything moves and pivots correctly.

I do not have NV access ATM so I can not look into the Character folder to see if the Dart Gun Animations made the trip but as its not used in NV ?? then I seriously doubt they exist and the FO3 versions are not allowed to be ported, so it would require someone who knows how to animate to re-create those from scratch.
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Marguerite Dabrin
 
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Post » Wed Sep 29, 2010 8:45 am

Having different effects to the dards could make this a great holdout weapo.

I'm thinking stuff like, knockdown/sleeping poision (for stealing) or a poison that makes characters go on a rampage and attack everyone on sight.
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Eilidh Brian
 
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Post » Wed Sep 29, 2010 6:14 am

somebody made an auto-axe mod. they said the resources were on the disk, just unused. perhaps obsidian incuded all the extras in there thinking modders might want to put them back in the game. wouldnt take up much space.
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Cameron Garrod
 
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Post » Tue Sep 28, 2010 9:50 pm

somebody made an auto-axe mod. they said the resources were on the disk, just unused. perhaps obsidian incuded all the extras in there thinking modders might want to put them back in the game. wouldnt take up much space.


Taking up space in the Disk was never the issue -> the problem is that there are a finite number of Animation Slots and the 1HP catagory is one of the most cluttered Animation Sets -> in FO3 nearly every single Slot for the 1HP catagory was used and every single Reload/Jam was used by Beth for FONV Obsid expanded the Reload/Jam index from 11 slots to 23 Slots BUT ONLY expanded the available Attack Animation Slots for 1HP weapons from 11 to 12.

So there is still a possibility of the anims existing within FONV -> something you can check yourself easily, just open all of the 1HP Attacks,Reloads/Jams and look for the Dart Guns Controlled Nodes (##NifRound, ##dgLever, ##dgLeverPin, ##dgDartPin and ##RubberBand). -> start with the anims the weapon was assigned to for FO3 1HPAttackRight, 1HPReload/JamB.
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~Amy~
 
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Post » Tue Sep 28, 2010 9:37 pm

I've been working on couple small mods and to one of them I've added the http://img507.imageshack.us/f/dartgun2.jpg/ (http://img230.imageshack.us/f/dartgun.jpg/). I've added also the http://img340.imageshack.us/i/dartgunrecipe.jpg/ to make Dart Guns. Now the only thing left to do is to add darts to various loot lists (basic levelled lists already made). I just tested the Dart Gun in-game and it works - though I haven't got multiple different dart types to work with the weapon yet but it's something to consider later.

There's many other Fallout 3 weapon models included in the bsa files but are currently unused - I noticed the combat shotgun was missing too, so http://img294.imageshack.us/i/combatshotgun.jpg/. So I'm going to try to add some of those weapons to FNV.
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krystal sowten
 
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Post » Wed Sep 29, 2010 11:20 am

I've been working on couple small mods and to one of them I've added the http://img507.imageshack.us/f/dartgun2.jpg/ (http://img230.imageshack.us/f/dartgun.jpg/). I've added also the http://img340.imageshack.us/i/dartgunrecipe.jpg/ to make Dart Guns. Now the only thing left to do is to add darts to various loot lists (basic levelled lists already made). I just tested the Dart Gun in-game and it works - though I haven't got multiple different dart types to work with the weapon yet but it's something to consider later.

There's many other Fallout 3 weapon models included in the bsa files but are currently unused - I noticed the combat shotgun was missing too, so http://img294.imageshack.us/i/combatshotgun.jpg/. So I'm going to try to add some of those weapons to FNV.

How are the animations / iron sights on the dart gun?

With the addition of poisons in the game, I can see a lot of potential for custom ammo types for something like this...
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Katie Louise Ingram
 
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Post » Wed Sep 29, 2010 2:57 am

How are the animations / iron sights on the dart gun?

With the addition of poisons in the game, I can see a lot of potential for custom ammo types for something like this...
Firing and reloading animations do work correctly. http://img294.imageshack.us/f/dartgunironsights.jpg/ kind of work - the paint gun model doesn't really have iron sights and the metal piece on top of it can block the target completely from the view when aiming at a target which is bit farther away from you.
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Mashystar
 
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Post » Wed Sep 29, 2010 11:34 am

Firing and reloading animations do work correctly. http://img294.imageshack.us/f/dartgunironsights.jpg/ kind of work - the paint gun model doesn't really have iron sights and the metal piece on top of it can block the target completely from the view when aiming at a target which is bit farther away from you.

Still better than the recharger pistol iron sights. :)
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Samantha Wood
 
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Post » Wed Sep 29, 2010 1:18 am

With the addition of poisons in the game, I can see a lot of potential for custom ammo types for something like this...
Ammo can have own effect (f.ex. AP ammo) but unfortunately you can't add same type effects to ammo as you can to weapon. So the weapon can cause limb damage and poisons the target and ammo modifiers can change Damage, DT, DR, Fatigue, Spread and weapon condition with add, multiply and subtract operators. So I don't see a way to make different kinds of poison ammo but there could be different quality level darts that do more damage or pierce armor easier etc.
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Chris Johnston
 
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Post » Wed Sep 29, 2010 11:09 am

Ammo can have own effect (f.ex. AP ammo) but unfortunately you can't add same type effects to ammo as you can to weapon. So the weapon can cause limb damage and poisons the target and ammo modifiers can change Damage, DT, DR, Fatigue, Spread and weapon condition with add, multiply and subtract operators. So I don't see a way to make different kinds of poison ammo but there could be different quality level darts that do more damage or pierce armor easier etc.

This is a bit above my pay-grade, but what I've gathered from other discussions, wouldn't it be plausible to make ammo that has an explosive projectile with an invisible and extremely small radius, that then applies an effect?

...somehow or another I'd be extremely surprised if there wasn't a way to create ammo that applied a posion rather than the weapon - just a matter of how far out of the box one needs to think to do it.

Then creating the ammo is just a matter of a crafting recepie: 5 darts + 1 dose of poison = 5 poison darts, etc.
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Gavin boyce
 
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Post » Wed Sep 29, 2010 5:13 am

This is a bit above my pay-grade, but what I've gathered from other discussions, wouldn't it be plausible to make ammo that has an explosive projectile with an invisible and extremely small radius, that then applies an effect?

...somehow or another I'd be extremely surprised if there wasn't a way to create ammo that applied a posion rather than the weapon - just a matter of how far out of the box one needs to think to do it.

Then creating the ammo is just a matter of a crafting recepie: 5 darts + 1 dose of poison = 5 poison darts, etc.
I did some digging in the G.E.C.K and got to say that making ammo for a weapon is complex process (http://img51.imageshack.us/f/projectileeffects.jpg/). Now the important part in that picture is the arrows I've drawn and what they mean: weapon can have only one explosion type so even though explosion does have modifier for effects like poison, you can add only one such explosion effect to weapon. The other thing is that ammunition takes form lists and this list can hold several different ammo types and one such ammo (as in pic) can have those effects I mentioned in earlier post. With this info, it's not directly possible to make different kinds of ammo with different poison effects... but if you look "Ammo" window in that picture, you'll see the circle around "Impact Script" option - I think scripts could be used to deliver those poison effects to target on hit. Got to refresh my skills on scripting... haven't really used this script language since Morrowind :laugh: Also scripts probably should be used to distribute dart ammo types to various levelled lists to keep the mod compatible with other mods that edit the same levelled lists... Looks like this simple idea to "bring F3 weapons to FNV" is turning into a bigger, more complex task...
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neen
 
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Post » Wed Sep 29, 2010 5:53 am

I'm a big FNVEdit user rather than GECK user, so this is helpful for me to see as it lays some things out in an easier to understand fashion -- so thanks. :)

That having been said, look at the "Ammo" window on that screen -- right in between the two red circles you have on there is "Projectile" (currently set to none).

My understanding (could be wrong) is that you can use that to override the projectile on the Weapon --- that would allow you to have an alternate projectile, with an alternate explosion, with an alternate Enchantment... without even having to get into the Impact Script.


...or am I incorrect in how that interaction works (between Ammo/Projectile and Weapon/Projectile)?
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kiss my weasel
 
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Post » Wed Sep 29, 2010 10:34 am

Adding new ammo pretty much boils down to:

1) You need to create a new ammunition object under "items".
2) You need to create a projectile (and relate it to ammo).
3) If you need to attach an enchantment, create or reuse one of the existing "Object Effects"
4) Same thing for explosions, create a new one or reuse an existing one
5) Create a start-up, one-time-only quest script that adds the new ammo to an existing form list, if the ammo is going to be compatible with existing weapons.
6) Create additional vendor containers, owned by the specific vendor NPC, and populate the containers. Leveled lists work well here as you can make it random as to how much and how many of each type the vendor restocks with every 3 days.

(Which is what I had to do in DENV 1.04 when I added 40mm EMP and a few others.)
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Sarah Bishop
 
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Post » Wed Sep 29, 2010 8:19 am

That having been said, look at the "Ammo" window on that screen -- right in between the two red circles you have on there is "Projectile" (currently set to none).

My understanding (could be wrong) is that you can use that to override the projectile on the Weapon --- that would allow you to have an alternate projectile, with an alternate explosion, with an alternate Enchantment... without even having to get into the Impact Script.

...or am I incorrect in how that interaction works (between Ammo/Projectile and Weapon/Projectile)?
Oh yeah, there's indeed projectile option in ammo settings... got to do some tests with this setting tomorrow - if it overrides the projectile on that ammo type, then it will work as you said. :)


@Snabbik

Thanks! That's great info!
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Penny Wills
 
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Post » Wed Sep 29, 2010 1:11 pm

3) If you need to attach an enchantment, create or reuse one of the existing "Object Effects"

*takes a closer look at the ammo screen from GECK*

Oh... right... because there is listing for effects right there - so there is no need to use an explosion just to apply an enchantment? (Or am I misunderstanding what the "Effects" grid is for?)
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Britta Gronkowski
 
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Post » Tue Sep 28, 2010 9:35 pm

The crossbow. Sometimes you've got to make a silent takedown.

I support this, and anyone adding other FO3 weapons like the Shishkebab or the Rock-It-Launcher.
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Daddy Cool!
 
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Post » Wed Sep 29, 2010 8:54 am

I support this, and anyone adding other FO3 weapons like the Shishkebab or the Rock-It-Launcher.

I thought I saw reference to the Shishkebab already being in the vanilla game? Maybe I was mistaken...


...but yeah, add the Rock-It-Launcher and update the list of items it will accept as ammo. That was you can kill your enemies with alternating duct tape and corn projectiles...
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Lori Joe
 
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Post » Wed Sep 29, 2010 2:52 am

The crossbow. Sometimes you've got to make a silent takedown.

I support this, and anyone adding other FO3 weapons like the Shishkebab or the Rock-It-Launcher.
Rock-It-Launcher and Railway rifle are on my list to do (+ the recipes for them) - meshes for them are included in FNV bsa files. I'm also adding bunch of other previous Fallout games' stuff to New Vegas... ;)
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Robert Garcia
 
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Post » Wed Sep 29, 2010 10:13 am

The Rock It Launcher is in the game I think you gotta get the schematics from someone. As for the dart gun I think that you should make it balanced, seriously you should not be able to pierce power armor with a dart in FNV
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Jessie Rae Brouillette
 
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