

- #FALLOUT 3 NEXUS DUAL WEAPONS HOW TO#
- #FALLOUT 3 NEXUS DUAL WEAPONS MOD#
- #FALLOUT 3 NEXUS DUAL WEAPONS MODS#
- #FALLOUT 3 NEXUS DUAL WEAPONS CODE#
In fact, I'm using the FOOK and an overhaul, plus using a load order which makes my computer have abilities I've never thought would exist on it. If you want to dual wield, play some Borderlands 2.Anyone here on the PC using the Martigen's mutant mod? I don't see this as possible without some kind of engine extension to handle such things in an efficient manner.
#FALLOUT 3 NEXUS DUAL WEAPONS MODS#
Also, how would weapon mods be handled, ammo use, reloading animations (same limits). Otherwise someone would have modded the alien blaster to have 2 projectile nodes and alternate between or shoot from both of them by now.

#FALLOUT 3 NEXUS DUAL WEAPONS CODE#
Until then this limit is major hindrance to any such ideas.There is no code in the engine to handle firing projectiles from more than one weapon projectile node either.

If hlp really gets update3d to work on the player instantly along with being able to set alternate animation directories in NVSE, then it will be possible to extend animations via script. You'll also run into problems with cloberring other mods that already use those slots. You can add some, but to cover all one handed weapons, probably not. You can't just add new animations to Fallout 3 or New Vegas, it has a limited set of weapon animations. They are based on gamebryo sure, but each has it's own features and limitations specific to the game it's for.
#FALLOUT 3 NEXUS DUAL WEAPONS MOD#
Then there's the fact that you'd need to make countless compatibility patches for mod added weapons, all of which would need to be packaged with modified versions of the weapon mesh (for the off hand model) which would require the author's permission for each.Īll in all, sure you could probably make a workaround, but it's doubtful it'd ever play as well or as seamlessly as it would if it were hard coded in like Skyrim's dual wielding.

The nightstand my monitor's on is too narrow to fit the keyboard, and she bumps keys when she rolls over if I keep it on my lap.) (For example, I play mostly at night in bed while my wife's asleep, with an Xbox controller. You could use a hotkey, but that can cause issues for some as well. Sure you could use a weapon mod, but that can't be undone (without using WMX or something similar.) Or you could use a workbench recipe, but that isn't on the fly, you'd need to find a workbench. You'd have like "lead pipes" and "combat knives", or even say, two pistols (I think with a little scripting and maybe NVSE to bypass the aim button and fire the dummy off hand version and remove a round from the pc, you could potentially get it to work), but the problem is it'd be hard to come up with a way to separate or combine weapons on the fly convincingly. Like (I want say) "love and hate" or other already dual wielded hand to hand weapons. The most plausible way I could think of would be to make separate dual wield versions of weapons where there's a dummy version for the off hand as an armor add on but is actually counted as a weapon by the animation's text keys. Personally, I just don't see it being able to be integrated in a way that would play well. Dual wielding for NV would be a workaround, not a base game feature.Īnd lastly, with the fact that you're an 'accomplished Skyrim MA', you should know better than jumping right to the gimme gimme what's wrong with you lazy people attitude. Making dual wieldable weapons for Skyrim is as simple as choosing the correct options in the CK. Skyrim's engine was put together with dual wielding in mind. and further go on to state that you have a foundation of knowledge to build off of that some others do not. " I'm an accomplished modder for Skyrim, weapons, armor sets, and a playable race.why is FNV so different?""
#FALLOUT 3 NEXUS DUAL WEAPONS HOW TO#
yet go on to claim that you both know and don't know how to make it happen. "I have a solution: mirror the meshes and animations. so you're implying that people are just being lazy. ""People are complaining about "oh, it takes work, blah blah, animations meshes whine whine" "
