Vanilla Reload Animation Problem

Post » Mon May 16, 2011 11:09 pm

My http://www.gamesas.com/index.php?/topic/1107026-open-beta-solar-scorcher/ mod was made from the base Laser Pistol.

There is a problem with the Reload-F animation where the latch and energy cell are moved out of their correct position. You can try this yourself with the regular laser pistol, just reload the weapon and then look at it in 3rd person to see the problem.

The animation that is the problem is "1hpreloadf".
http://www.invision.tesalliance.org/forums/uploads/1280158840/gallery_85_19_141523.jpg

Does anyone know if this has been fixed in any of the unofficial patches?
If not, is there anyone familiar enough with the animations to fix it?
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Alex [AK]
 
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Post » Tue May 17, 2011 5:24 am

My http://www.gamesas.com/index.php?/topic/1107026-open-beta-solar-scorcher/ mod was made from the base Laser Pistol.

There is a problem with the Reload-F animation where the latch and energy cell are moved out of their correct position. You can try this yourself with the regular laser pistol, just reload the weapon and then look at it in 3rd person to see the problem.

The animation that is the problem is "1hpreloadf".
http://www.invision.tesalliance.org/forums/uploads/1280158840/gallery_85_19_141523.jpg

Does anyone know if this has been fixed in any of the unofficial patches?
If not, is there anyone familiar enough with the animations to fix it?


I fixed this for my own personal use, I was going to include the fixed animations when I finally do release my weapons mod -> the mod also includes an updated version of my http://www.fallout3nexus.com/downloads/file.php?id=1218 that alters SMG's into a 2HA weapon -> which in turn frees up the ReloadG/JamG animation slots within the 1HP catagory -> which gives me the nessessary animation slots I need to make Throwing Knives possible.
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bonita mathews
 
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Post » Tue May 17, 2011 2:05 pm

That is good news. Will you be releasing your weapons mod soon?
Or would you be willing to allow me to release just the animation fix with my mod?

I am sure people will be asking me about it so I was just wondering. :)

And thanks for the response. I am glad somebody was able to fix it. :celebration:
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Josee Leach
 
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Post » Tue May 17, 2011 5:56 am

That is good news. Will you be releasing your weapons mod soon?
Or would you be willing to allow me to release just the animation fix with my mod?

I am sure people will be asking me about it so I was just wondering. :)

And thanks for the response. I am glad somebody was able to fix it. :celebration:


The animation Fix you can do yourself it was just a NifSkoper Job (Luckily !).

1) Open the Laser Pistol.nif and target the ##LPSSideLatch Node -> Translation -> -1.8515,6.6759,-2.4151
2) Open the 1HPReloadF -> expand the Controlled Blocks array -> and find the entry for #LPSSideLatch -> click on its NiTransformInterpolator -> Change its Translation to -1.8515,6.6759,-2.4151 (it does not have any keys for Translation so just altering the base translation will completely fix the animation.
3) Do #2 for the 1HPJamF animation, both animations have this issue.
4) Test In-Game....
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Jennie Skeletons
 
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Post » Tue May 17, 2011 3:21 am

Ok, thanks! I made the change to the two animations and I will try them out.
If they work out the way I changed them, I will go ahead and release them as a patch for my mod. With credit to you SaidenStorm! :celebration:

Thanks again!
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Dorian Cozens
 
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Post » Tue May 17, 2011 3:44 am

Well, I made the change as I think you said to do it, but its not working.

1) open 1hpreloadf.kf
2) click on 0 NiControllerSequence
3) In its block detail, open 'Controlled Blocks' and scroll down to ##LPSideLatch [38] and open it.
4) Its 'Interpolator' points to 46 NiTransformInterpolator. Scroll down the 'Block List' to 46 NiTransformInterpolator and open it.
5) The picture below shows what I changed.

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher/ReloadAnimation.jpg

I did the same for the energy cell.

When I test in-game, it looks exactly the same with the latch and energy cell poking up from the gun.
Anyone know where I went wrong wth the instructions?
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StunnaLiike FiiFii
 
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Post » Tue May 17, 2011 12:48 pm

Well, I made the change as I think you said to do it, but its not working.

1) open 1hpreloadf.kf
2) click on 0 NiControllerSequence
3) In its block detail, open 'Controlled Blocks' and scroll down to ##LPSideLatch [38] and open it.
4) Its 'Interpolator' points to 46 NiTransformInterpolator. Scroll down the 'Block List' to 46 NiTransformInterpolator and open it.
5) The picture below shows what I changed.

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher/ReloadAnimation.jpg

I did the same for the energy cell.

When I test in-game, it looks exactly the same with the latch and energy cell poking up from the gun.
Anyone know where I went wrong wth the instructions?


The Side Latch is (Node 68) NiTransformInterpolator for the Reload and its (Node 77) NiTransformInterpolator for the Jam animation -> they both have data blocks the data just does not have any Translation data.
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Adam Baumgartner
 
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Post » Tue May 17, 2011 11:17 am

I changed the translation on Node 68 in the reload animation and still no change. Perhaps your not using the vanilla animation and the numbers are different? I know its using my animation because I messed up and changed the wrong one once, and the pipboy was all messed up and far away, but only after I did a 'reload'.

I am also not sure how you determined that 68 was the right one. None of the 'latch' nodes pointed to #68. :shrug:
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Sandeep Khatkar
 
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Post » Tue May 17, 2011 4:56 am

I changed the translation on Node 68 in the reload animation and still no change. Perhaps your not using the vanilla animation and the numbers are different? I know its using my animation because I messed up and changed the wrong one once, and the pipboy was all messed up and far away, but only after I did a 'reload'.

I am also not sure how you determined that 68 was the right one. None of the 'latch' nodes pointed to #68. :shrug:


Your altering the 1st person animations :) go into the _male folder for the 3rd person ones.
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hannaH
 
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Post » Tue May 17, 2011 7:47 am

Oh! :lmao: Well, I guess you can call me late for supper. I will try it out on the '3rd person' animations.
Thanks again!
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Chavala
 
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Post » Tue May 17, 2011 8:55 am

Its working perfect. I will get this uploaded soon to the Nexus.

With credit to SaidenStorm for the excellent information and help.
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Emily abigail Villarreal
 
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