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Showing results for tags 'bullets'.
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i'm trying to make a bigger collision for bullet casing. every tutorial is telling me to make bhkRigidBody, but whenever i add it, the bullet casings turn into error signs. is there a way to resize bhkPhysicsSystem?
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- bhknpcollisionobject
- casings
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I was scrolling through the mod lists looking for a new mod for fallout 3, when i happened upon a mod that...hm, doesn't matter, but it had an image of the games minigun. and i got to thinking, how much ammo could that ammo box you carry around on your back, actually, realistically hold?. i'm thinking, maybe around 1000 rounds? at least. idk just a random thought.
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I'm pulling out my hair trying to sort through all my weapons to find what's best for each ammo type, it shouldnt be too hard for someone here to make a mod to sort guns by ammo type, can it? all you need to do is make it so that every gun has the caliber as the first word in its name, like the 10mm pistol! Like for example, Bolt Action Pipe Rifle would be .308 Bolt Action Pipe Rifle or something! please?
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Hey y'all I'm working on a converting a standard firearms that uses bullets into one that uses energy. I've had no issues modding the gun, ammo, projectile, and sounds thereof, but I can't seem to figure out how to turn off the animation or the sound of the spent casing -- an empty shell casing flying out of the open slide and then hitting the floor...making that hollow brass clanggy noise. How would I go about taking the empty case ejection, spent casing animation out of this weapon, as well as the sounds related to it? It just doesn't seem legitimate or any type of realistic for an energy weapon to spit out spent rounds as a standard chemically propelled, lead projectile firearm does. Thanks.
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Hi I am sure the problem is a mod conflict somewhere but basically if I am using the shoulder mounted machine gun, the mini-gun or the CV57 Avenger - whenever I fire the weapon, the bullet animations track to the target from the side - rather than out of the barrel to the target. So it looks bizarrely like I point the weapon at the target, pull the trigger and then this hail of bullets comes from nowhere off to the side and tracks to the target Having had a look in NVedit, I can't identify the attribute that controls the animation used for the ammunition when firing and not quite sure how I can have this problem across firearms that use different ammunition - unless there is a common animation model being used as the bullets are 'fired' from the weapon as all of these guns are automatic weapons firing a large number of rounds? Its not a train smash - its just looks very silly - when you want to mow down a death claw in a hail of 5mm ordinance - you would like to see the bullets leave the barrel of the weapon and track to the target - not come from the side like some sort of strange rain and take the target down Has anyone else seen this before or know if it sounds like a particular mod conflict? Thanks
- 1 reply
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- minigun
- ballistics
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ive scoured everywhere and i am shocked that not a soul has made this mod yet, i would if i even knew any about creating mods, but im a simpleton so there we go. now im respectfully and politely requesting a MOD that allows realistic Bullet Penetration, being able to shoot through wooden walls and hit your enemies along with barrels and wood beams, basically anything a bullet would pass through in real life, even smaller trees. please for the love of god! someone make this mod, i think it would be game changing to say the least not to mention the Immersion! thankyou for taking the time to read my request!
- 2 replies
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- bullet penetration
- ballistics
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Example, if you have a 30 round magazine, use up 10 bullets, instead of adding 10 to the magazine and removing 10 from your total ammunition count, the whole magazine is replaced. So 30 rounds gets spent from your total ammo count. Every reload. If possible. !? Sorry if my description was rubbish.