Problem with ejected casings

Post » Tue Jun 14, 2011 1:44 pm

Hi there,

I've recently started using one of DreadWolf's mods which adds a M14 EBR to the game. I downloaded the mod a while ago and used the weapon every now and then but only with an ACOG sight on it. Whilst using a standard version of the weapon, I noticed whenever I fired the weapon while using the iron sights, the casings seem to eject from around 6" to the left of the weapon. They then pass through the weapon and carry on as usual but this bug is really killing the gun for me! And it's not just the M14; the Hunting Rifle and Varmint Rifle (amongst others) also have the same problem. Also, the casings seem to be ridiculously big in comparison to the gun, making the whole thing seem even more ridiculous and immersion breaking.

I'm currently using the Weapon Animation Replacers mod (http://www.newvegasnexus.com/downloads/file.php?id=38527), would that have something to do with it? :S

Any help would be massively appreciated!
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Robert Garcia
 
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Post » Tue Jun 14, 2011 8:18 pm

I'm pretty sure altered animations wouldn't affect it in that way.

The origin point (and the direction, I think) of shell casings is defined by the ShellCasingNode in the weapon's nif file, so you can edit it in Nifskope. The size of the shell casing would be controlled in the shell casing's nif file (and that nif file might also have an effect on the origin point of the shell casing - but that's unlikely). I'm not sure if the size of it could be influenced by anything else, off the top of my head.
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gary lee
 
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