Time for some pictures:
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/wmx_promo_223pistol02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/frag12_01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/aa12_shotgun04.jpg
- http://www.google.com.au/images?hl=en&source=imghp&biw=1680&bih=950&q=frag12&gbv=2&aq=f&aqi=g10&aql=&oq=
WMX-ModernWeapons is nearly finished now. Taking cues from the real-world FRAG-12 ammunition, I've created two new ammo types: FRAG-12 High Explosive Fragmenting Antipersonnel (HEFA) and FRAG-12 High Explosive Armour Piercing (HEAP). They have similar qualities to hollow-point and armour-piercing ammo types (respectively) in terms of damage bonuses or penalties and how they interact with damage threshold.
I could do straight FRAG-12 HE rounds too, that take the middle ground. At this point I've left that one out as part of an attempt to balance these ammo types against the existing explosive weapons: perhaps needing to choose/switch between two ammo types based on enemy type, as opposed to just sticking one in and blazing away indiscriminately. Though really, as in the base game, I suppose you could just use the armour-piercing ones and take the slight hit to damage dealt...
I dunno. Any thoughts on that?
Anyway, using the Assault Shotgun with FRAG-12 rounds feels like using the 25mm Grenade Machinegun (for the sake of comparison, the real FRAG-12 apparently has a 19mm warhead), only I've got the FRAG-12 rounds creating a smaller explosion and doing less damage. They fly further, straighter and faster, though. (I'm still in the middle of tweaking that.)
I'm about to do the recipes for creating the FRAG-12 ammo types (the only way to access the ammo). This is what I'm thinking:
FRAG-12 HEFA
- Requires: 80 Explosives
- Ingredients:
---- 25mm Grenade (1)
---- 12 Gauge Round (1)
FRAG-12 HEAP
- Requires: 85 Explosives
- Ingredients:
---- 25mm Grenade (1)
---- 12 Gauge, Slug (1)
With recipes like that, a character still needs a high Explosives skill and access to 25mm grenades, but they can choose the lighter (in weight and damage-potential) alternative of the Assault Shotgun with FRAG-12 rounds.
It is not caused by Readius.. it is a vanilla bug. I just tested it myself: The speedloader sticks out the back in 1st and 3rd person until reload, in which case it is off floating.
I don't know what to tell you. I've only seen that behaviour (and only had reports of that behaviour) with Readius installed. Have you tried it both with and without Readius installed?
On your That Gun remake, did you by any chance put a second trigger on it? Can't wait to see it no matter what. Just curious.
I was considering it, but as you can see in the screenshot above, I didn't in the end, since it's a little vestigial.
I went with a subtle approach in the end; making the appropriate parts black, like Deckard's gun, but matching the tone to the parts of the gun that were already blackish.
I did some thinkin'... The Hunting Revolver has no such problems with the speedloader appearing when it shouldn't on its mods. Maybe it's animation-related?
I tried simply changing the magnum's reload anim to the hunting revolvers, but... were it so easy... :sadvaultboy: The speedloader works and disappears as it should, but the crane doesn't swing out at all. The hammer still pulls back, but that's obviously handled by the firing anim, not the reload anim.
That got me thinking more... We could either request Joefoxx to take a look at it, as he's fast becoming the anim bugfixer on top of just making more ergonomic weapon anims... or the reload animation hooks for the .44 magnum could be swapped out for the hunting revolver's.
I'm actually not seeing speedloaders
anywhere they shouldn't be right now; not in third or first-person, on any weapon. I am using a hodge-podge of replacer animations, though (I wasn't using any replacement animations when using Readius - except for the ones included
with Readius). I've got the fixed ones Joefoxx made for inclusion in WMX (the link's still back there a couple of pages ago), some from his weapon animation replacer mod, and even a few from http://www.fallout3nexus.com/downloads/file.php?id=15666.
Also, I discovered that the tritium glow sights on the revolver heavy frame mod (no other mods) are the wrong size; it seems you used the long barrel dots instead of the short barrel dots.
Ah, thanks - fixed.
Edit: missed Joefoxx's post while typing...