If you experience delays after reload, you can fix it by : Attach PlasmaPistolReloadEffectScript to PlasmaPistolReloadEffect effect.Attach PlasmaPistolWeapScript script to PlasmaPistol weapon.Set jamPercent to GetGameSetting fWeaponConditionReloadJam1 Set jamPercent to GetGameSetting fWeaponConditionReloadJam2 Set jamPercent to GetGameSetting fWeaponConditionReloadJam3 Set jamPercent to GetGameSetting fWeaponConditionReloadJam4 Set jamPercent to GetGameSetting fWeaponConditionReloadJam5 Set weapCond to player.GetWeaponHealthPerc Set doOnce to 2 no jamming for NPC's so skip the jam loopsĮlseif doOnce = 1 only run jamming timer if it's the playerĮlseif rContainer.IsIdlePlaying = 0 timer ran out Player.PlayIdle PlasmaPistolReload1stPerson Set timer to 40 this timer works on gamelogic ticks and it just for creating safety delay Authors: VeliV - / chai - If you use this script in your mod, please keep these lines intact Open up the GECK and go to script editor (the small pen in the tool bar).Add new new Effect to the list and select the following attributes for it.Create new Actor Effect called PlasmaPistolReloadActorEffect and select the following attributes for it.Create new Base Effect called PlasmaPistolReloadEffect and select the following attributes for it.Open up the GECK and navigate to "Game Effects" category in the object window.Repeat the duplicatation and rename to PlasmaPistolJam1stPerson and the MODL subrecord to Data\meshes\characters\PlasmaPistolJam1stPerson.kf.Repeat the duplicatation and rename to PlasmaPistolJam and the MODL subrecord to Data\meshes\characters\PlasmaPistolJam.kf.Duplicate the above animation record and change its name to PlasmaPistolReload1stPerson and the MODL subrecord to Data\meshes\characters\PlasmaPistolReload1stPerson.kf.You can change values by selecting it and hitting F2.esp and change its name to PlasmaPistolReload and the MODL subrecord to Data\meshes\characters\PlasmaPistolReload.kf You can do it by selecting the animation in FO3Edit, right click on it and select "Copy as new record into." and selecting the.Copy one Idle Animation from Fallout3.esm to the PlasmaPistol.esp (I used LooseFingerUp, but any Loose idle animation should do as long as they don't have any conditions on them).Open up FO3Edit and load Fallout3.esm and the PlasmaPistol.esp.You need to add 4 idle animations to the game (1st and 3rd person for both reload and jamming animations) I found it best to use Elminster's FO3Edit for this task, since GECK is bit buggy with the idle anims. I repeated the above for the jamming animations, using 1HPJamJ.kf and renaming to PlasmaPistolJam.kf and PlasmaPistolJam1stPerson.kf.Renamed the duplicated file to PlasmaPistolReload.kf.Repeat step 1 for 1HPReloadA.kf file in Data\meshes\characters\_male.Renamed the duplicated file to PlasmaPistolReload1stPerson.kf.Duplicated the file 1HPReloadA.kf to the folder Data\meshes\characters.Went to the folder Data\meshes\characters\_1stperson in file manager.Those are the animations, for this tutorial I've copied from the original ones. I won't go into the details of making your weapon, but you can either use existing weapons in GECK, or duplicate them to use new ones. Please don't contact me for questions and such, instead post in the file thread over at Nexus.
#Loverslab fallout 4 adding animation tags to animations mod#
It is used in my mod Plasma Weapons Redesign Rebalance, and also in the example file. I've extended it so it also effects NPC's, and jamming animation which works very well like normal jams. This tutorial was based on veliv's custom reload tutorial