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  1. maumanga
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    Hello.
    I'm back here after a year... and realized the original "DAR RIfles" is no longer available on Nexus.

    How abou this mod of yours? Does it work all by itself, even without the original?
    I loved those rifles SO much! :D

    Thanks in advance!
    1. jamiedow99
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      Thanks for the info! The parent mod is still available here
    2. maumanga
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      You, my man, have just earned another "Endorsement" on the spot.
      Thank you for sharing that link and expanding the mod even more with your work! :D
  2. jamiedow99
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    The mystery of the fire modes has been solved in ver.2.0. Now there are two variations for each rifle: full-auto version and single-shot version.
  3. jamiedow99
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    Added fully-automatic variations in ver.1.1.
  4. tylerchu
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    Are the semiautos supposed to be semiauto proper or fire and then pull the bolt (bolt-action)? Because in normal DAR and this mod I'm getting either full auto fire or bolt action; there's no weapon that's a proper semiauto regardless of what I do in SSEEdit.

    I like the sound.
    1. jamiedow99
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      You're right. To be technically accurate, it's not "semi-automatic". It's the word used in the original mod, so I've decided to use it to pay my respects to the original author, and for the sake of clarity and consistency.

      Spoiler:  
      Show
      It took longer than expected for that comment to be posted. I had expected it to come much earlier, actually😁
    2. tylerchu
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      Would you happen to know how to increase the reload speed? I had Ordinator and was able to change the weapon speed in SSEEdit, and then I downloaded Vokriinator Black and everything's back to slow values.
    3. jamiedow99
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      You need to shorten the duration of the animation files (HKX) of reloading in order to increase the reload speed. You can find tutorials for it on the internet. It's not complicated at all. Here's how you change the duration value of HKX files:

       1) Go to Animation Backport Tutorial, click THIS in the "POSTS" page, download the second file (xxxxx - x64 2010.2.0), and install it wherever you like.
       2) Go to this page, copy the source code, paste it into a new text file, save it as "SkyrimRefrence.hko", and place it wherever you like. Note that it's NOT "SkyrimReference.hko".
       3) Go back to Animation Backport Tutorial, download "HKX Batch Converter LE", unzip it, place it wherever you like, and edit the two lines of "converttoskyrim.bat" below with a text editor:
       ・ SET DIR_EXE= (the path to the folder in which "hctStandAloneFilterManager.exe" you installed in Step 1) is placed)
       ・ SET DIR_HKO= (the path to the folder in which "SkyrimRefrence.hko" is placed)
       4) Place the HKX file you want to edit in the folder in which "converttoskyrim.bat" is placed, and execute the bat file. This will replace the HKX file (with the SE format) with a new one (with the LE format).
       5) Go to convert-xml-hkx-kf, download "ConvertUi", unzip it , place it wherever you like, and execute "ConvertUi.exe". This will create two folders ("infolder" and "outfolder") in the same folder as the EXE file.
       6) Put the HKX file with the LE format you converted in Step 4) in "infolder", execute "ConvertUi.exe", and click the "Convert" button in the "hkx to xml" tab. This will create an XML file under "outfolder": Its file extension is HKX, tho.
       7) Open the XML file with a text editor, edit the "(number)" in the line below, overwrite and save the file:
       ・ <hkparam name="duration">(number)</hkparam> 
      Increasing the number will make the animation slower, and decreasing the number will make the animation faster.
       8) Put the XML file in "infolder", execute "ConvertUi.exe", go to the "xml to hkx" tab, enter the filename, and click the "Convert" button. This will create a HKX file with a modified speed/duration value under "outfolder".
       9) Run Cathedral Assets Optimizer, open the directory in which the HKX file converted in Step 8) is placed, go to the "animation" tab, tick the lowermost box, and click the "execute" button. This will convert the format of the HKX file from the one of LE into the one of SE. Let this new file overwrite the original HKX file, check the behavior in game, and repeat the above procedure if needed.
    4. tylerchu
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      Do you know where the hkx files for these rifle mods are? I don't see them anywhere in the DAR Standalone or in this mod. They're not part of vanilla skyrim so they shouldn't be in the skyrim install directory right?

      E: nvm I just refreshed my file explorer and everything magically appeared? Now the question becomes: do you know which hkx files are the ones to use? There are multiple crossbow_reload.hkx under different CustomConditions directories, and I can't tell which ones are for boltaction vs tacticalboltaction animations (if there's even a difference?).

      E2: I also just did every single reload file just for shits and giggles and it didn't do anything.

      E3: you know what I'm just going to make this comment a running log of what I'm doing because I think it'll be helpful to other people. I think the reload files affect the speed at which you change bolts. Like switching from bullets to lasers to vanilla bolts. Next I'm going to try the release speed...

      E4: I don't actually know what release speed does, it doesn't seem to affect anything obvious. I'm not sure what else to try...

      E5: wait hold on, some shenanigans are happening in third person but first person ain't doing anything...
    5. jamiedow99
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      You could use hkxPoser to examine and edit HKX files: You can't change the durations with it, tho.

      EDIT: You could also try changing the duration values of some other animations like walking (mt_walkforward.hkx) and see if you're following the correct procedure. I use OAR-PCEA to apply the changes.
    6. tylerchu
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      That is an amazing tool and I think that solved all my problems.
    7. jamiedow99
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      Hope it helps you. I made a tutorial video about this with Japanese subtitles some years ago. I could upload it somewhere and send you the download link if you want.
    8. tylerchu
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      If you posted it on the skyrimmods reddit, I think it would help a lot of people there too.
    9. jamiedow99
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      Hmm, I'm not so familiar with reddit .... I'll think about it, thx for the suggestion!
    10. tylerchu
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      Hi again, so sorry for the bother but I'm kind of a stupid when it comes to animation troubleshooting and I need more help.

      I did the steps as you described, and was able to find the hkx files that affect what I care about and was also able to adjust their speeds. Problem now is that in first person singlefire, the bolts seem to come from behind my head, to the left, and very high. However, first person auto and third person bolt/automatic fire modes all have the projectile originate from the weapon and fire to the crosshair. I can confirm that before converting and adjusting the speeds that yours and the base DAR Rifles mods work just fine. Interestingly, if I were to just do the conversion steps without editing the speed everything still remains fine.

      This makes me believe something's happening when adjusting the speed. Do you have any ideas on how to diagnose and troubleshoot?
    11. jamiedow99
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      I'm afraid I have no idea at all .... Which first-person animation(s) did you modify?
    12. tylerchu
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      crossbow_release
      crossbow_releasedwarven

      crossbow_reload
      crossbow_reloaddwarven

      sneakcrossbow_release
      sneakcrossbow_releasedwarven

      sneakcrossbow_reload
      sneakcrossbow_reloaddwarven
    13. jamiedow99
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      Thx for the additional info. So the releasing animation is the one in question. I haven't made any changes to the original HKX files myself, but there are several unsolved mysteries concerning the fire modes as presented in the "BUGS" page. Unfortunately, the original mod is no longer supported by the author, and I have no knowledge of editing animations. I guess we need to get more knowledgeable about 3DCG animations in order to solve those mysteries.

      (EDIT): Which animation manager are you using, OAR or DAR? You could try switching to the other one.
    14. tylerchu
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      So I'm able to use SSEEdit and modify the speed parameter. Which is funny because the whole reason why I asked this battery of questions to begin with is that they WEREN'T changing anything.

      So I guess this is a potential workaround for people. In the meantime I'll spend the next week or so trying to teach myself how to make a skyrim weapons mod; if I get anywhere you'll be the first to know.
    15. jamiedow99
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      Got that. Hope you will make good progress👍
  5. hawfops
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    I INSTALLED EVERYTHING BUT IT DIDN'T WORK FOR ME, NOTHING APPEARS IN THE CREATION FORGE
    1. jamiedow99
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      Can you acquire the guns and bullets with the console/AddItemMenu (or similar mods)? 
  6. Rosomak411
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    Yay, thank you for a Grot A2 :D

    I have a question though, will you add FN FAL, Mauser/K98, HK G3 (assault rifle version) and PPsh 41?
    1. jamiedow99
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      Oh, thanks for finding those nice models! In fact, finding clear "single-shot" sound effects (.wav or .mp3) seems more challenging than finding 3D models ...😅
      I'd like to continue expanding the collection gradually. Maybe you could learn to create gun mods yourself and share them with us!😉
    2. Rosomak411
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      I would like to, but I have a problem with modding myself, because the Creation Kit refuses to work for some reason that I don't know myself, and you have more experience, that's why I asked.

      Edit: I found sound for HK G3
    3. jamiedow99
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      I didn't use CK to make this addon. Blender, Outfit Studio, NifSkope, SSEEdit, paint.net, and GIMP are all the tools you need

      Maybe I will make a brief tutorial video later

      Thanks for the sound file!
  7. HungryNinja8U
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    Trying to aim with these in first person is a pain in my butt because the gun's red dot isn't in the center.
    1. jamiedow99
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      Yeah, maybe Skyrim is not a gun shooter ...😏

      Thanks for your feedback!
  8. ViceN53X
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    It'd be fun to have a questline based on some otherworldly traveler as a companion to the dragonborn, hunting down modern criminals who took control of certain factions and campsites. Like imagine going from fighting a modern gun wielding bandit to finding one of those modern gun wielding generals fighting for either the Imperials or the Stormcloaks. Heck, I'd laugh my ass off if suddenly Miraak pulls out a grenade launcher instead of a sword when the fight starts.
    1. jamiedow99
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      That's hilarious😆 I can't make quests unfortunately, but maybe you could distribute the guns and ammo to NPCs using SPID
  9. Coloseum123
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    hey the mod work some what for me as i cant get any of the firearms to be automatic
    1. jamiedow99
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      Guess the animations are overwritten by another mod that modifies the crossbow animations, or DAR/OAR is not installed properly. You could try increasing the DAR folder numbers (priority numbers) in DAR Rifles Standalone.

      <Priority> is a decimal number excluding 0 in the range of -2147483648 to 2147483647. The higher the number, the higher the priority.
    2. jamiedow99
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      DP
  10. ElJambok
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    I just want to say i love this mod (and the original ofc, but since there's no modpage for the original, i will comment here)

    Anything, be it Stormcloaks (or Imperial, depending on my mood. But most of the time, it's Stormcloaks), necromancers, stupid frost trolls, draugr, and ofc the dragons can't stop me when i pull out this magnificent weaponry.

    Skyrim won't know what will hit them huh. I give the gun to followers too, and they mow the enemy with ease to the point that i just gave them a single shot weapon because automatic gun is too OP.

    Highly recommended mod for those who's wondering if it's working or not, you'll have fun with this one. If you want to "roleplay" and try to "justify" why there's a gun with you, just pretend that your character achived CHIM and created the gun out of thin air or something
    1. jamiedow99
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      Thanks for your words and endorsement! I'm glad (and surprised TBH, lol) that this little addon got so much support. I really enjoy tearing "Lore-friendliness" to pieces with these guns😁
  11. AlyicaFrost86
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    what is that armor in the first pic ?
    1. jamiedow99
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      Looks like it's a mashup of Modern Militia's Outfit - CBBE 3BA and Modern Tactical Outfit 2K - CBBE 3BA, but got retextured by TheJazzEnjoyer
  12. ErzackTheFaker
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    Any plan to make a retexture for the guns? Like 2k or 4k
    1. jamiedow99
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      No plans for it rn. Please let me know if you have any particular plans in mind 
  13. TheLostButt
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    I have heard of a game called FALLOUT, there this weapons is more immersive...
    1. jamiedow99
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      These are perfectly immersive for me😁
  14. Spartan208
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    Why are the two HK416 sight models on the same gun? I spawned in a suppressed automatic 416 and just noticed that it had both the ACOG and holographic sights meshing into each other
    1. jamiedow99
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      Ah, you may want to omit either one using a "Zap Slider" in BodySlide. You can find the slider set under the Slider Group named "DAR Rifles Standalone - Add-on