Fallout New Vegas
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ManticoreMig

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ManticoreMig

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25 comments

  1. tesnexus8
    tesnexus8
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    Taking a sneak attack torso shot at a (very helpful) ghoul with 100 HP and 0 DT (Living Anatomy 4TW) I got -283 without this mod, and the same -283 after installing it. That's certainly a lot more than the 109 the bulk ammo I think was using at the time would give (100 skill) if the sneak part at least wasn't working. (I missed the headshot part in the description and don't have that save any more, though it wouldn't be hard to test again later).
    So either the bug's been fixed (maybe by YUP?) or I don't understand what it's supposed to do. Any ideas what I might be missing? Thanks.
    1. Linygami
      Linygami
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      YUP was updated at some point to include its own version of this fix. YUP utilizes a slightly more complex script and attaches it directly to the weapons.
      This mod creates a script and attaches that script to a new "Base Effect". The Base Effect is called by a new "Object Effect", and that Object Effect is added to the weapons.

      YUP's method is a little more direct and refined, but it also utilizes a GECK function that was added to the FNV GECK, meaning it isn't available for use in FO3.
      Since no one (that's capable of doing so) seems interested in creating an FOSE plugin to fix the issue in FO3, this is the best solution FO3 player have.

      For FNV players though, if you're running the most recent version of YUP, you shouldn't need this fix.
      Alternatively, if you run JIP NVSE, you can opt to use this fix instead for a plugin-less solution.
  2. DarkJaguar64
    DarkJaguar64
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    I love this mod and use it with my most recent New Vegas playthroughs. I was wondering though, can it be ported back to Fallout 3? As of yet, there are no Fallout 3 Gauss fixes that work as effectively as this one. Thank you again for this great mod.
    1. ManticoreMig
      ManticoreMig
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      I am very happy that you find this fix useful, and glad that it improves your gameplay, as that was the goal.
      A port to Fallout 3 is doable. It was actually on my todo list for this mod, though I dont play/mod fallout in a very long time, and never modded for FO3, only FNV, so I have yet to setup the necessary stuff. Also my objective was to try to improve this with more fixes to the guns (like wrong texture paths, reported incorrect sights in FO3, etc) while keeping it as universal as possible.

      I'll take a look at that
    2. ManticoreMig
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      I am looking into it, but haven't got much time lately, and my solution for FNV doesn't seem to work in FO3 (the fix works, but the explosion is place at "the feet" of the target).
    3. AeonTheHermit
      AeonTheHermit
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      It worked for a while for me, but after a while, I noticed that the explosion at mid-to-long range ends up happening at the feet invariably.
      Otherwise, this is a good fix.
      UPDATE: It's definitely the bugfix that is doing it - disabling the fix leads to the correct explosion graphics behavior being applied.
  3. Adamantine Fist
    Adamantine Fist
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    Seems to make my gun stop shooting anything at all. I can try firing it and it makes all the usual animations and noises but no projectile comes out. Very strange. I'm using WMX and your merged patch.
  4. weijiesen
    weijiesen
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    didnt need to do the effect script

    Could've just make an Impact.nif file that contains the explosion set to Clamp so it plays when instantiated (kinda like Ballistic Fist, and Zap Glove, there's no Explosion happening, just an Impact visual)

    just a thought

    BTW, will the explosion still show up when you shoot the ground/walls?
  5. Bottletopman
    Bottletopman
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    Is there any way to do this with the Missile Launcher as well? It's also affected by an engine bug where non-hitscan projectiles that explode on impact don't do damage themselves - in this case, a direct hit on a super mutant with Anabelle for example would do at 100 explosives and no perks 150 direct hit damage and 200 explosion damage, but due to this bug, only the explosion damage would be applied.

    Would it be possible to alter this script to reference the missile launcher explosions?
  6. Andrewson
    Andrewson
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    WME patch had some issues, but I've fixed them in FNVEdit, cuz they were leading to occasional CTD. Otherwise, it works as intended and gets endorsement from me
    1. ManticoreMig
      ManticoreMig
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      Hello Andrewson, I am happy that this fix was useful for you.

      I was not aware of any bugs in the compability patches because I dont play much with those specific mods.
      Could you describe me the fixes or send me your fixed file for me to upload?
      All credit would, of course, be yours.
    2. Andrewson
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      Damn, missed your reply - I don't have that .esp anymore...
    3. ManticoreMig
      ManticoreMig
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      No problem. If some one else specifies the problem I can fix it.
  7. VWgolfR1
    VWgolfR1
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    Works the way it should although the explosion effect cannot be seen from a greater distance now. Endorsed nevertheless and thank you
  8. TragicComic
    TragicComic
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    I was really looking forward to this Mod however it causes my game to crash after loading a save file. The game will load a save however about 5 - 8 seconds after it will crash.
    Do you know what the cause may be? Any help you may have would be much appreciated! Thanks.

    EDIT: Well after trial and error testing this .esp and looking at it in FNVEdit it looks like it has a conflict with WeaponModsExpanded (WMX). So what I did was put this mod right above WMX in my load order and then created a Merge Patch. Now it *seems* to be working properly and no crashing. Yeahhhh!! :-D
    Hope this might help someone if they are having the same problem as I was.
    1. ManticoreMig
      ManticoreMig
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      TragicComic, Sorry to only answer now. My mod should not cause severe crashes or bugs because is a simple weapon/projectile edit on the geck. However it conflicts with any mod that alters the gauss rifles or it's projectile (as stated on the description), and from your post, WMX seems to do so. Glad to hear that you've sorted that out. I'll probably release a version with less incompabilities in the future.
    2. TragicComic
      TragicComic
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      It's all good.
      Yeah, the Gauss Rifle was one of my favorite guns (love the impact effect that sends the enemy flying back) however after having repeat issues with it I ended up just putting it on the back burner (basically never using it), so I was excited to see that you had tried to fix the bug. Kudos.

      EDIT 3/28/2013: So yeah after several several tests, WMX is incompatible with this mod. Either loading this before or after WMX makes no difference. For whatever reason creating a merge patch does not resolve it either. It may be because WMX appears to change the vanilla file patches of both the Gauss & the Unique. Darn... and now I'm sad.
    3. ManticoreMig
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      Hello TragicComic,

      Sorry to take so long to answer, I didn't have much time lately due to RL. However i've been working in a universal version of this mod, so far without sucess. If i find that I can't do it I might release some compability patches to the most popular mods (like WMX, WME, etc).
  9. ManticoreMig
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    @ Mohamed2001
    Good to know (thats ok, every one has its favorite weapons and play style)

    @ steathtank91
    Unfortunately no, I was thinking that my fix caused a similar problem, but it appears to be a limitation from the game engine. The impact explosion, both in the vanilla game and with this fix, appears to be only placed and run on the frame after the frame in which the impact happens. It might be even more obvious in lower framerates. For me, the problem is more obvious when hiting deathclaws that are running at full speed perpendicular to my line of sight, causing the impact explosion to appear mid-air behind them. But I need more tests on that problem.
  10. stealthtank91
    stealthtank91
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    Does this fix the split second lag bug on the impact effect too? iv been looking for a fix for that to no avail.