has anyone else noticed that when an item is given the musket property (and animation) it takes a loooong while to fire? it almost makes the arquebuses in my mod useless...
does somebody know if there's a workaround for that?
it showed an error when I assigned a crossbow to a musket.. could you please explain how you added a musket weapon, and what kind of weapon is the flintlock.. 1H? Yeh I know, I'm lazy, but I couldn't equip it with the weapon expansion.. thanks.
it shows an error if you give muskets a strength requirement, maybe that's why.. oh well here's a screenie so you don't miss anything
and well yeah, weapon speed does affect the firing rate, however the reloading animation (still the pistol reloading one) looks a bit too quick.. but it seems to work that way so I changed the arquebus to 50 in speed and the carabine to 60
Its the "shoot musket" under range type thats doing it.
Personally I don't think it's too bad, not good but doable maybe. These type of weapons don't fire the second the trigger is pulled. The match or flint has to light the priming charge(which is left out of the reload animation) which ignites the powder. Considering theres no chance of misfire I could live with it. However muskets and the pistol should have equal firing times.
Geez, I tried everything I could think of to get them working for the AI and no go either. All I managed to do was crash the game.
Using the unofficial editor, I copied the pistol item for my muskets,
Type=crossbow
Range type=shoot musket
reload pistol ticked
This enabled me to assign muskets to npcs. They reload as for a pistol (looks a little odd -but not too bad) and fire as a crossbow. The big downside is they fire bolts. It's a workaround for the moment though.
Umm..... Whats the model name for the Musket/Arquebusier? Also, wouldnt you just be able to re-name the bolt to Cartridges, and set the model to Cartridges, but keep the item type to 'Bolts'?