Dual weilding, projectile weapons and other lessons from OB'

Post » Sun Aug 08, 2010 9:51 pm

During previous days of OB modding, true dual wielding and thrown weapons were thought impossible. But along came Unecessary Violence that changed it all. Even with its first buggy version, it featured true dual wielding and the ability to throw stuff. Can the same be done for FO3 to allow 2 weapon fighting and thrown knives/swords/stuff? even the ability to switch to your off hand when the main hand is crippled sounds interesting.
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Natalie J Webster
 
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Post » Sun Aug 08, 2010 11:52 am

Its likely possible, but remember that there are differences between the two games, and that UV took *Alot* of work to make. Nothing is as easy as it seems.
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Ashley Tamen
 
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Post » Sun Aug 08, 2010 1:34 pm

No doubt difficult, to say the least. But if its doable, one can hope some intrepid modder (there are quite a few) takes it upon himself to grace the community with nothing short of genius :)
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Lory Da Costa
 
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Post » Sun Aug 08, 2010 10:17 pm

The ability to dual wield weapons that independantly target in VATS would be awsome! But I think I'll keep with the easy stuff, like cold fussion.
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brenden casey
 
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Post » Sun Aug 08, 2010 8:18 am

lol. taking it one step at a time, just dual weilding out of vats would be popular.
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xx_Jess_xx
 
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Post » Sun Aug 08, 2010 4:56 pm

people never thought thrown weapons were impossible. Perhaps dual wielding, at least to some extent, everyone basically said its impossible without new animations. and at the early days there weren't really any animators.

you're right though, there are a zillion lessons to be learned from what uber modders did in oblivion. :foodndrink:

anyway. probably. the games are very similar in a lot of respects. I wouldn't care to start a project like that though. even if I knew where to begin. Its more than I could handle atm. though I encourage any modding.
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Mari martnez Martinez
 
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Post » Sun Aug 08, 2010 6:31 pm

Dual-wielding in Fallout's requires:
1. An off-hand gun raised animation
2. Trivial scripting
It's easy. We've known it's easy from GECK Day 1 thanks to the FireWeapon command. The hard part is getting the animation, and the fact that you can't make weapons off-hand on the fly without a lot more FOSE functions and plugins, so you'd be stuck dual-wielding the default game weapons (unless you wanted to spend aaages making compatibility patches and off-hand versions of every overhaul mod's weapons ever).
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Emma Copeland
 
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Post » Sun Aug 08, 2010 8:20 am

Isnt there an excellent animator modding for fallout? his mods would be a lot more popular IMHO if it were compatible with EVE
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phillip crookes
 
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Post » Sun Aug 08, 2010 10:17 pm

I honestly assume that FOOK, the major Firearms overhauler, would probably be the first to create dual wielding; they're the freakin' firearms capital of FO3, and I'm sure they could get a decent animator on their team. After all, they'll do pretty much anythin for MORE DAKKA!
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Heather Dawson
 
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Post » Sun Aug 08, 2010 8:59 am

well editing the a few animations needed for one weapon is pretty basic stuff for even me. Just import the vanilla anim, move the arm around a bit and set the key for it. you don't even really need to know how to animate properly. the other arm will be giving you a good indication of what to do with the off hand. however there is a big flaw in that, the off hand weapons won't have keys.. and all that reloading and targeting blocks in weapons malarky will get messy. But if someone wanted to devote some time, they could probably fiddle something.
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El Khatiri
 
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Post » Sun Aug 08, 2010 6:46 pm

well editing the a few animations needed for one weapon is pretty basic stuff for even me. Just import the vanilla anim, move the arm around a bit and set the key for it. you don't even really need to know how to animate properly. the other arm will be giving you a good indication of what to do with the off hand. however there is a big flaw in that, the off hand weapons won't have keys.. and all that reloading and targeting blocks in weapons malarky will get messy. But if someone wanted to devote some time, they could probably fiddle something.



this would probably work if you made it so that you disabled the zoom function with the right mouse button and made it fire the off hand, kind of like in MW2 with dual wielding weapons; you can use two buy you can't really aim. the anims for the arms might have to be tweaked a bit though in 3rd person, since the stock 3rd person hipfire anim looks a little funny.
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Kit Marsden
 
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Post » Sun Aug 08, 2010 2:43 pm

Dual-wielding in Fallout's requires:
1. An off-hand gun raised animation
2. Trivial scripting
It's easy. We've known it's easy from GECK Day 1 thanks to the FireWeapon command. The hard part is getting the animation, and the fact that you can't make weapons off-hand on the fly without a lot more FOSE functions and plugins, so you'd be stuck dual-wielding the default game weapons (unless you wanted to spend aaages making compatibility patches and off-hand versions of every overhaul mod's weapons ever).


As I have mentioned in the past I ALWAYS add personal DW mods into the games I mod I did it for Morrowind, Oblivion and even FO3.

All that is required for FO3 DW is some animations and a very small bit of scripting to do it in a manner that is basically pre-setup.

1) I set up Benchs with scripts that would read your inventory for the presence of certain weapons like two Laser Pistols and it would take them and give you back a new weapon Duel Laser Pistols.
2) Created a new set of attack anims (I used Attack6-8 because they never got used in the original FO3).
3) Then I created some new HandGrip anims that controlled the left hand along with the attacks.
4) From there I had to create one SI that controlled the left hand resetting to the proper position after playing the Reload anims (I used the basic ones bacause I did not feel like messing with reload SI's).
5) Then I altered the original game weapon.nifs to be DW weapons -> this process required me to just static skin two weapons to the hand bones (because this is the ONLY way to get the offhand weapon to show itself in 1st person since armor addons and backpacks are culled from that view).

Ultimately it worked as a decent PoC, since both weapons were always identical weapons I did not have to bother converting AC to Dmg like I did for Oblivion and Morrowind but the weapons also did not animate because they were rigged -> and I am not about to alter the skeleton.nif to add an animatable version of every weapons nodes into it.

Thats pretty much as far as I took it before I had to stop modding because of work, so if anyone was interested its actually very easy and with some time and another way to make the offhander to actually show itself in first person it could be taken past this, but as is its very unusable in its current state with exception to being used for melee weapons it works perfectly for them.

Isnt there an excellent animator modding for fallout? his mods would be a lot more popular IMHO if it were compatible with EVE


Being a good animator does not make mods popular !... Of course I rarely waste my time serving what the public wants either so I guess it works out in the end.
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{Richies Mommy}
 
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Post » Sun Aug 08, 2010 5:08 pm

There was a modder working on dual wielding, for melee at least. He had an impressive looking video: http://www.youtube.com/watch?v=eE2OhHtXxhA&feature=related

He started a thread about a year ago. Not sure if it came to naught though.
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Scarlet Devil
 
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