Recent content by vashts1985

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    [MOD] AK-97 Assault Rifle

    there might be problems fitting that cmag to a ak receiver, id imagine it might not work with the safety lever. they do say (impact guns, i think) it is made to fit a variety of .308/7.62 Nato weapons, though is only officially claimed (Betamag) to fit the M1A's and M14's. btw zastava makes...
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    [MOD] AK-97 Assault Rifle

    what? really? 7.62x51mm NATO Beta C-mag Zastava M77 smartest thing you have said in this thread again, what?
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    [I R SMART] dialogue skill checks unretardified

    now if you could only add "lack of [intelligence]" responses, that would rock [ignorance] [dimwitted] [short bus] [slow] just some ideas lol
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    [MOD] AK-97 Assault Rifle

    balor: magazines :evil: this drum is of graves own design, as well as being a fictional weapon for a game. i dont see any reason why it could not be chambered in 7.62 NATO/.308 WIN. description: why does it matter so much if the weapon actually holds 75 rounds in the mag?
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    "smooth" normal maps

    try Xnormal. i hear its the program to use to tweak up normal maps
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    What about dual wielding weapons????

    it requires new animations which we are not far off from being able to do
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    Modding weapons

    i see. thats kinda weird but i understand what you are saying. i tried those 2 plus 38 (laser pistol) and sure enough, he held the rifle out with one hand like he would the pistol :? i wonder if those are redundant animations left in the set after testing? or if one time they were all one...
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    Modding weapons

    i did not notice any change in reload time in or outside of vats after toying with that attribute. however, very small increments have a huge impact on the firing rate. at least when you are using it in conjunction with the semi automatic firing animation (32[pistol], 26[sniper]....for instance)...
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    Modding weapons

    reload time = firing recycle rate or firing animation timescale of something similar discovered that when i was working with my semi automatic assault rifles. hope that helps P.s. why the hell cant i quote the code =(
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    Modding weapons

    ive done more testing on the whole automatic deal, but this time in reverse. ive successfully been able to turn a Assault rifle into a semi automatic rifle by copying line for line the DNAM of the sniper rifle. however, continued tweaking proved to do nothing to change the actual fire rate...
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    Modding weapons

    try messing with the animation timescale. after extensive tests with modifications to the assault rifle, i have found that the "ammo used per shot" translates directly to rate of fire, but in a round about way i think. the changes effect _both_ first person and VATs (i.e. you give it a lower...
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    Modding weapons

    nvm i will figure it out myself. thanks
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    Modding weapons

    this is amazing information you guys have compiled here, only problem is, how does one translate the XML format to hex? im no coding guru, but i think i understand what a string is (00 00 00 00) but now you are talking in floats, ints, shorts and bytes and im all sorts of confused. im sitting...
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    [WIP]Millenia's assorted works

    we dont do this stuff for wanting profit. we do it for the love of the games. at least i do, id imagine millenia feels somewhat the same 8-)
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    [WIP]Millenia's assorted works

    short time lurker 8-) just skinned it my ass millenia, you and the others that put a skin to it brought it to life :D i can say ive been _thoroughly_ playtesting it and it fits fallout like a glove. id imagine you have grabbed the release by now, or i would send ya the files myself...
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