I am currently working of animating and inserting a few completely custom weapon in-game and I noticed a few discrepencies in the way FO3Edit parses the DNam block
WeaponType -> this should read as the animation set it invokes not as a weapon set which in most cases only one of that weapon type even belongs to.
This is the correct setting taken right out of the Exe and comfirmed by myself !
00 00 00 00 (0) Hand to Hand (H2H)
01 00 00 00 (1) 1 Hand Melee (1HM)
02 00 00 00 (2) 2 Hand Melee (2HM)
03 00 00 00 (3) 1 Hand Pistol (1HP)
04 00 00 00 (4) 1 Hand Pistol2 -> Energy Weapons (1HP)
05 00 00 00 (5) 2 Hand Rifle (2HR)
06 00 00 00 (6) 2 Hand Automatic (2HA)
07 00 00 00 (7) 2 Hand Rifle2 -> Energy Weapons (2HR)
08 00 00 00 (8) 2 Hand Handle (2HH)
09 00 00 00 (9) 2 Hand Launcher (2HL)
0A 00 00 00 (10) 1 Hand Grenade Throw (1GT)
0B 00 00 00 (11) 1 Hand Land Mine (1LM)
0C 00 00 00 (12) 1 Hand Mine Drop (1MD)
Animation Timescale -> this only effect the Equip, Unequip and Attack Animations -> "Combat Animations Speed" -> is does not effect Jam Locomotion or Recoil animations
Unknown -> Animation Related -> not sure what this does as I could not get it to do squat, but it absolutely does not effect Animations in any way.
Unknown we need to break this one up into bytes
First Byte
00 -> Known as Fire Trigger in FOMM but it functions closer to a "Projectile Behavior Type"
00(0) = Single Fire (Most Single Fire Weapons and Melee Weapons)
02(2) = 10MMSub, Ripper
40(64) = Fatman, MissileLauncher, Sawed-Off, RockITLauncher (Single Fire)
42(66) = Both Assult Rifles (AttackLoop)
44(68) = Victory Rifle
52(82) = Flamer, Minigun
88(136) = Laser Pistol, 10MM Pistol
A8(168) = Mesmatron, Plasma Gun, Buzzsaw
AA(170) = Gun Turrets
CA(202) = Jericho's C. Assult Rifle
DA(218) = Gatling Laser
The obvious 1st effect is that this enables auto vs single fire but its also obvious that the reason there are so many options is something else is going on I have yet to delve into exactly what the secondary effects are yet.
Second Byte
AB(171) = HandGrip1
AC(172) = HandGrip2
AD(173) = HandGrip3
FF(255) = No Grip Animation
Third Byte
00 -> FF = Ammo Used Per Shot !!
Yes it is possible to make a weapon that uses ZERO Ammo Per Shot. CHEETER!!
Forth Byte
Reload And Jam Animations Index
00(0) = ReloadA/JamA
01(1) = ReloadB/JamB
02(2) = ReloadC/JamC
03(3) = ReloadD/JamD
04(4) = ReloadE/JamE
05(5) = ReloadF/JamF
06(6) = ReloadG/JamG
07(7) = ReloadH/JamH
08(8) = ReloadI/JamI
09(9) = ReloadJ/JamJ
0A(10) = ReloadK/JamK
Min Spread
Max Spread
Unknown
Zoom FOV
Projectile
Unknown 4 Bytes we need to once again Seperate
First Byte
00 Unknown
Second Byte
Weapon Attack Animation Index
26 |AttackLeft, AttackLeftIS
32 |AttackRight, AttackRightIS
38 |Attack3, Attack3IS
44 |Attack4, Attack4IS
50 |Attack5, Attack5IS
56 |Attack6, Attack6IS
62 |Attack7, Attack7IS
68 |Attack8, Attack8IS
-- |AttackPower
-- |AttackForwardPower
-- |AttackBackPower
-- |AttackLeftPower
-- |AttackRightPower
74 |AttackLoop, AttackLoopIS
86 |AttackSpin2, AttackSpin2IS
97 |PlaceMine, PlaceMineIS
103? |PlaceMine2, PlaceMine2IS
109 |AttackThrow
115 |AttackThrow2
121 |AttackThrow3
127 |AttackThrow4
133 |AttackThrow5
-----------------------------------------
255 |AttackLeft, AttackLeftIS
|AttackRight, AttackRightIS
|AttackPower
|AttackForwardPower
|AttackBackPower
|AttackLeftPower
|AttackRightPower
I garnered quite a few animation sequences from the exe that Bethesda has not used even once which obviously means that they plan to use them in the future for DLC's -> so here comes the new weapons -> what this also mean's is that anyone wanting to animate completely new original weapons into the game WILL at some point have created a direct conflict with any DLC's Bethesda releases because there is no FREAKING way they accendently added 6 completely unused valid animation sequences -> so all you people reading this and thinking about the possibilities remember anything you do WILL get overridden in the future by Beth themselves.
Third and Forth Bytes
00 00 No Freaking Clue ! I have spent zero time tracking these values down within the exe
Projectile Velocity
Projectile Max Range
Unknown 00 00 00 00 00 00 00 00
Reload Time <- this is emphatically NOT reload time it has absolutely nothing to do with the reload animation at all !!
this is Weapon Attack Aniamtion Speed -> altering this changes the rate at which the Attack anim plays and ONLY the attack anim.
what this allows is for you to set a different speed for the upper Speed value then down here if you want the equip/unequip to play slowely but the attack to play at normal speed or the opposite.
Ammo Per Shot -> yet again this is NOT ammo per shot this is "Shots Per Second" for automatic weapons only if you set this to 1 or 2 you can clearly count off the timing on automatic weapons, this is also completely seperate from animation play speed so it is possible to get an anim that play out of sync with the shots beign fired if you do not set this up correctly.
AP Per Shot
1st Trigger Delay Both of these are seriously incorrect I mean just look at the assult rifles they are timed at 0.6/0.6 and the animation is only 0.2 long if this was true the animation would never fire
2nd Trigger Delay I set both of these to 50000 and it had zero delaying effect on anything -> I can not say what it is but they absolutely are not Delays or anythign to do with Animations or RoF
Rapid Fire Timing -> Incorrect as RoF is calculated by only one setting that is "Shots Per Second" -> not sure what it is as I have not spent much time here
Unknown 00 00 00 00 (float?)
Critical Effect Death Chance -> this seems to be just straight up Crit Hit Chance Modifier as if you set it to 32000 that weapon starts to crit hit like crazy, but not every shot.
Unknown 00 00 00 00 (float?)
Weapon Skill Type
Unknown (flag?)
Unknown (float?)
Unknown (float?)
Resist Type
Burst Mode Fire Rate -> not sure what this is even suppost to mean but any alterations to this setting make zero difference in-game even changes to the Minigun on this setting does nothing.
Unknown (float?)
Unknown (float?)