Well, as you must have guessed, I’m working on a new project (and not for FNV), so I won’t be around very often, if at all. I’ve however, added a FAQ section, which should answer the most common questions.
FAQ:
Q: I tried to install the fomod but it failed / didn't install completely. A: This happens now and then, especially when activating the fomod right after adding it. To fix that, you need to de-activate the mod ( don't delete it! ), close FOMM, go to your Windows Temp folder and delete all temp files there. Restart FOMM, go to the package manager and activate the fomod again. This time, it should install correctly. The installation should take somewhere between 30 seconds and a minute (it needs to copy a 800mb file), depending on HDD performance. Another solution is to open the fomod with WinRAR, WinZip or 7Zip and extract the files manually.
Q: I installed the mod but when I start the game all content from this mod has red exclamation marks (missing meshes). A: This is usually a problem related to the above issue, when the mod hasn't been installed completely (usually the bsa is missing). The solution is the same as above.
Q: Where is Tasha's shop? A: Look for a map marker east of 188 trading post and north-west of Boulder city.
Q: My game crashes when I enter Tasha's shop. A: This is usually a performance related issue. Get one of the optional plugins that either remove the weapons from the walls or relocate Tasha outside the shop.
Q: I have the optional plugin which relocates Tasha outside the shop, but every time I open the barter menu, my game crashes. A: As stated in the install instructions, this plugin has to load AFTER "AK_AR15WP.esp".
Q: Does this work with FO3 / Will you ever release it for FO3? A: No. And no.
Q: I'm having issues with the anims that this mod adds (like wrong handgrip anims, or weapon pointing in the wrong direction when firing). A: This usually happens when you have another anim replacement mod and haven't uninstalled it before installing an anim replacement version of this mod.
Q: I have a Caliber version and when I fire a weapon, it shoots blanks. A: This happens with some outdated versions of CaliberX. Update CaliberX to the latest version.
Q: Some of the AR15s can't use 5.56 ammo. A: All pre-A2 rifles use a separate ammo list, named AmmoList556M193. This is not a bug, simply these ARs can't use the nowadays standard 5.56 NATO SS109 and can only fire 5.56 NATO M193 ammo (or other 55gr ammunition). These rifles, ingame, can fire 5.56 NATO (FMJ M193), 5.56mm Surplus and .223 Round.
Not sure if this page is monitored anymore. Absolute NooB on MODS here and while I love this mod in particular, I am noticing a couple of issues. I'm not sure if its me or what the story is...
1st issue is Companions glitching through the wall of Tasha's shop near the front door (happens when inside it only).
2nd issue is when "hip firing" with the M16s or AKs, my characters left arm raises into the air. Also, when using certain weapons as such my characters left hand disappears when using the Iron sights. - I read that this can be a clash with other mods and I removed one mod which cleaned it up a lot. But I still get these issues. I don't think I have any mods running that could be causing these issues.
I use a Sprint mod, interior lighting, weapons mod expanded, wasteland flora mods, some NVSE's and unofficial patches.
Could any of these be causing the issues? Can elaborate these mods better if required.
About a non-replacement version - I'm working on it. I was planning to release it with this version, but I've stumbled over a big fat bug, thus, I'll release it as soon as I solve that issue.
To M1911 - that's weird, I've tested all mods on both ARs and AKs without any problem. At the same time, these are the ones giving the issues in the non-replacement version (or their absence, to be more precise). Anyway, I'll have a look at that.
These weapons look absolutely stunning. The textures especially, incredibly well done. As mentioned below, a non-replacer version would be nice if you wouldn't mind, however I might just give this a go anyway.
I added support for this mod to my JSRS mod which replaces gunfire sounds for all weapons in this mod. If anyone is interested, it's here: https://www.nexusmods.com/newvegas/mods/80841
i wish it didnt replace the service rifle bro hope this gets fixed back then it didnt replace the marksman rifle and service rifle so if u can fix pls do
this mod was made in 2011, and when i download it, i have the option to NOT use CaliberX ammo types, yet when i try to play my game, it CTD because the mod has "missing master" which im assuming means it depends on something in the CaliberX mod. someone needs to update the requirements tab to inlude CalX because its frustrating when im trying to enjoy my night and play new vegas but instead im having to redo my mod list because caliber x conflict with 3 other mods i really love. i really hope these AKs and ARs are better than my twin berettas and RPK or im gonna be hella disappointed in this waste of 2 hours
2075 comments
FAQ:
Q: I tried to install the fomod but it failed / didn't install completely.
A: This happens now and then, especially when activating the fomod right after adding it. To fix that, you need to de-activate the mod ( don't delete it! ), close FOMM, go to your Windows Temp folder and delete all temp files there. Restart FOMM, go to the package manager and activate the fomod again. This time, it should install correctly. The installation should take somewhere between 30 seconds and a minute (it needs to copy a 800mb file), depending on HDD performance.
Another solution is to open the fomod with WinRAR, WinZip or 7Zip and extract the files manually.
Q: I installed the mod but when I start the game all content from this mod has red exclamation marks (missing meshes).
A: This is usually a problem related to the above issue, when the mod hasn't been installed completely (usually the bsa is missing). The solution is the same as above.
Q: Where is Tasha's shop?
A: Look for a map marker east of 188 trading post and north-west of Boulder city.
Q: My game crashes when I enter Tasha's shop.
A: This is usually a performance related issue. Get one of the optional plugins that either remove the weapons from the walls or relocate Tasha outside the shop.
Q: I have the optional plugin which relocates Tasha outside the shop, but every time I open the barter menu, my game crashes.
A: As stated in the install instructions, this plugin has to load AFTER "AK_AR15WP.esp".
Q: Does this work with FO3 / Will you ever release it for FO3?
A: No. And no.
Q: I'm having issues with the anims that this mod adds (like wrong handgrip anims, or weapon pointing in the wrong direction when firing).
A: This usually happens when you have another anim replacement mod and haven't uninstalled it before installing an anim replacement version of this mod.
Q: I have a Caliber version and when I fire a weapon, it shoots blanks.
A: This happens with some outdated versions of CaliberX. Update CaliberX to the latest version.
Q: Some of the AR15s can't use 5.56 ammo.
A: All pre-A2 rifles use a separate ammo list, named AmmoList556M193. This is not a bug, simply these ARs can't use the nowadays standard 5.56 NATO SS109 and can only fire 5.56 NATO M193 ammo (or other 55gr ammunition). These rifles, ingame, can fire 5.56 NATO (FMJ M193), 5.56mm Surplus and .223 Round.
Not sure if this page is monitored anymore. Absolute NooB on MODS here and while I love this mod in particular, I am noticing a couple of issues. I'm not sure if its me or what the story is...
1st issue is Companions glitching through the wall of Tasha's shop near the front door (happens when inside it only).
2nd issue is when "hip firing" with the M16s or AKs, my characters left arm raises into the air. Also, when using certain weapons as such my characters left hand disappears when using the Iron sights. - I read that this can be a clash with other mods and I removed one mod which cleaned it up a lot. But I still get these issues. I don't think I have any mods running that could be causing these issues.
I use a Sprint mod, interior lighting, weapons mod expanded, wasteland flora mods, some NVSE's and unofficial patches.
Could any of these be causing the issues? Can elaborate these mods better if required.
About a non-replacement version - I'm working on it. I was planning to release it with this version, but I've stumbled over a big fat bug, thus, I'll release it as soon as I solve that issue.
To M1911 - that's weird, I've tested all mods on both ARs and AKs without any problem. At the same time, these are the ones giving the issues in the non-replacement version (or their absence, to be more precise). Anyway, I'll have a look at that.