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Pull the Pin! grenade mod?


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Posted

24868-1525225603-1687013384.png

 

Made this screenshot a couple of days ago.

 

Then i noticed... the grenade is not even primed because she didn't pull the damn pin! :smiley:

 

Are there any mods that add a separate (and primed) model for thrown grenades?

Posted

If we're getting technical about it, this style of grenade has a strike lever, in addition to the pin.  The pin itself is a safety mechanism to prevent the lever from extending and contacting the percussion cap, which ignites the fuse, which ultimately burns to the detonator :smile:

 

A thrown grenade of this style should have the pin removed and the lever extend at or more than a 45 degree angle from center.  Alternatively, this grenade may also have a disconnect or "break-away" lever which would disconnect and fall off once pressure was released.

 

That all being said - the grenade in your image would, in a real life situation., be inanimate and safe - it would just piss off the person it was thrown at.

 

I don't think there is a mod that exists as yet, that animates the mesh correctly on the throw, which would remove the pin and have the lever either at or greater than 45 degrees or removed completely.  This would be something, that I think would be achievable with:  (with modding work, of course)

 

1. Visual Reload - to show the pin and/or lever on the floor)

2. Script to capture the throw grenade event and swap in a different and correct mesh

 

 

Posted

Honestly no idea how this works internally; perhaps the grenade throw event just refers to "fraggrenade.nif" and you could point it to "fragprimed.nif" instead. Or if it points to the actual grenade weapon, you could also change that. Main problem would then be a mesh in decent quality.

 

 

I'm also sure that 99.999% of all players will never notice this, since there is no priming animation to begin with and everything happens too fast in game. But in the screenshot, it DOES look ridiculous. After all just Bethesda laziness.

Posted

Ok, now you have my intrigued. :smile:  There are actually two frag grenade nifs.  One is called GrenadeFrag.nif, the other GrenadeFragProjectile.nif.  Just based on the naming convention, I'm guessing that second one is actually what is thrown.  Below is a screen of that nif.  Sadly, it's the same as the standard frag.  Give me a few min to make the necessary edits and test it ;)

 

image.thumb.png.a28f8bf4ee7260a1213536df5ea6701f.png

Posted

Although, in reality - in this style of frag grenade - the lever would fall off and the contact pin would eject through the housing.  But that's for a different day - we're not in reality :smile:

Posted

Here you are, sir.  "Immersive Grenade Pins"  This is a straight mesh replacer, no plugin.  :smile:  I did all the grenades with projectile meshes for both vanilla and Nuka World DLC.

 

I'm going to release this on Nexus in a bit - but figured, I'd share it here with you first, since it was your request.

 

Immersive Grenade Pins.zip

 

Frag grenade styles have the pin and spring lever removed

Baseball style has the pin pull and plunger released

Nuke/Insitute/Nuka/etc. styles have the priming bar pulled, but not removed and the safety button toggled

Raider teddy bear (predator attractant) has the pin pulled and detonator button flipped to on position

Posted
1 hour ago, AWP3RATOR said:

Here you are, sir.  "Immersive Grenade Pins"  This is a straight mesh replacer, no plugin.  :smile:  I did all the grenades with projectile meshes for both vanilla and Nuka World DLC.

 

I'm going to release this on Nexus in a bit - but figured, I'd share it here with you first, since it was your request.

 

Immersive Grenade Pins.zip

 

Frag grenade styles have the pin and spring lever removed

Baseball style has the pin pull and plunger released

Nuke/Insitute/Nuka/etc. styles have the priming bar pulled, but not removed and the safety button toggled

Raider teddy bear (predator attractant) has the pin pulled and detonator button flipped to on position

Amazing, thanks & gonna test it asap :-)

Posted

Alright seems to work great, some pics

 

6MTaAvPg_o.png

CtrfiBEp_o.png

I kept getting the "TFC 1 bug" where ENB makes the image way too bright after a few secs, may have to try again for a more precise shot like in the 1st post.

 

 

Observation: The grenade still uses the world model while you still got it in your hand

I5UCwRY6_o.png

Posted
47 minutes ago, guk said:

Observation: The grenade still uses the world model while you still got it in your hand

Not a whole lot we can do about that - there are only 2 models, a thrown and unhrown version.  They didn't include a "pin was pulled, but not yet thrown" model.  It could maybe be done with scripting, but it's probably not worth the plugin it would require.

Posted
19 minutes ago, AWP3RATOR said:

Not a whole lot we can do about that - there are only 2 models, a thrown and unhrown version.  They didn't include a "pin was pulled, but not yet thrown" model.  It could maybe be done with scripting, but it's probably not worth the plugin it would require.

Probably not worth the hassle for now. The projectile mesh replacer is uncomplicated and works fine as it is.

 

 

Posted
On ‎6‎/‎05‎/‎2018 at 3:45 PM, guk said:

Honestly no idea how this works internally; perhaps the grenade throw event just refers to "fraggrenade.nif" and you could point it to "fragprimed.nif" instead. Or if it points to the actual grenade weapon, you could also change that. Main problem would then be a mesh in decent quality.

 

 

I'm also sure that 99.999% of all players will never notice this, since there is no priming animation to begin with and everything happens too fast in game. But in the screenshot, it DOES look ridiculous. After all just Bethesda laziness.

Yeah I don't see Nora stripping off and donning her Vaultsuit  at the start of the game either :smile:

Posted

What I found interesting about this was that the static mesh and projectile two separate objects.  They could have easily done what I just did - but stopped short.  Probably because the vast majority of players wouldn't notice (I never did :)).  

What I'm doing right now is trying to hook it in to either Shell Rain or visual reload, such that levers and pins are dropped to the ground when tossing the grenade.  At least that way there will be a visible benefit.

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