Beautiful recreation of the Karabiner 98k! I've only DREAMED of operating this rilfe and you've at least made it able to make the dream partially come true! I love you, all the homo lol XD
Yes I've read the comments about the proofmarks and how it likely wouldn't be there because alternate history, but STILL, I love it. I wish I had looked into buying surplus Karabiner 98k's years ago when they were cheap IRL, now they're not cheap and my wallet gives me death glares for the slightest deviation from my budget.
Absolutely love the rifle. Huge fan of Mauser 98 pattern rifles IRL and Asurah's Animation Pack has a reload just for this rifle (it's individual round loading and yes, it -does- act the same was as the lever action rifles!). I even used CaliberX to integrate 8.57mm Mauser into the wasteland to give it its proper ammo. The only two issues I have are that it, at least for me, used the .22 SMG sound for the suppressed firing sound, and that it has some...unfortunate proofmarks.
I manually edited them out but it would be really nice to see an optional file that removes the Nazi waffenamts from the rifle. I understand preserving historical accuracy when it's necessary but this is a video game set in an alternate universe. And there were post-war commercial copies of the 98K that didn't have the Nazi proofmarks. Other than the sound issue and the waffenamts, the rifle is gorgeous, feels great, and is extremely fun to pop Legion heads with.
Hi, intermediate level modder here; could you perhaps discuss with me how you change and integrate 7.92x57mm into FONV? I have CaliberX but I'm having a hard time figuring out to properly implement some of the calibers in it.
UberCheeserMan download FNVEdit, open it, right-click on the .esp for this mod, there should be an option called "add master", select that, when the pop=up menu opens, select caliber.esm, then expand this mod, scroll down to the option labelled "weapon", expand it, one of the lines should say "NAM0", double-click on this, when it asks if you're sure you want to edit a module files, select "yes", then click on the arrow on the side of the bar, and there should an ammo type called "AmmoList8x57mm(FMJ)" or something like that, select that and you should be good to go!.
Are you referring the the "Reichsadler" The "imperial eagle" as its known in English. Because that is not a nazi symbol its a German symbol that was used well before and after the nazi's time in power, the one that your thinking of as being nazi has a swastika under the birds talons.
The rifle and its mods look great. Other than the safety switch being engaged and the ironsights being aligned slightly lower than where the bullet actually travels, this weapon works perfectly in game.
However, this mod doesn't have any proper leveled list integration or form list integration. Also, the creator of this mod decided to lazily dump the weapon and its mods DIRECTLY into two merchants' inventories. Seriously, man?
There is literally a geck tutorial (https://geck.bethsoft.com/index.php?title=Adding_items_to_vendors) for adding items to vendor inventories without f***ing with other mods that use the same vendor inventories. You could've created a new container owned by the vendor with the weapon and mods inside or used a quest script to add the weapon and mods to the vendor container or leveled list.
Simply dumping the weapon and mods into the vendor container is incredibly lazy and can make your mod conflict with other mods that use the same vendor containers. I'll never understand why some modders spend countless hours making good-looking weapons but can't bother spending less than 10 minutes to make their mods more compatible with others.
If anyone has issues with the weapon and mods not showing up in Vendortron in the Gun Runners kiosk or in Michelle at 188 Trader Post (the two merchants whose inventories eprdox added this weapon to and never bothered to mention), you need to go into Geck and manually remove the weapon and its mods from Vendortron's and Michelle's containers. After that, follow the geck tutorial mentioned earlier.
For those don't care about adding the weapon and its mods to a vendor's inventory, you can just use Geck to place them in any cell you want (Ex. Doc Mitchell's House) or just write some lines into the 'DoOnce' quest script to add the weapon and mods to your inventory.
To anyone who wants to properly add the weapon to form lists, follow the instructions pasted below the dashed lines (Source: Prosp3ro's post at https://www.gunetwork.org/t18903-fnv-need-help-with-a-script)
The process is essentially the same except the script itself will look different depending on which form lists you want to add the weapon to. The quest and the script can be named anything you want. Make sure to use the weapon's ID when adding to form lists. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ OK, for those who may be interested, here is what I did:
0/ DL the GECK Extender by RoyBatterian. This program is not technically required but it will help to solve potential errors.
1/ Open the GECK, go to File/Data, check FalloutNV.esm, check LeverActionRifle.esp and set it as active file.
2/ Select Quest in Actor Data, create a quest by clicking “New”. Right click on the new created file, click “Edit”. The ID (Quest Data) of the quest will be: “1873RifleListQuest” (without the quotation marks). Check the “Start Game Enabled” box. Click OK. Go to File and Save.
3/ Select Script in Miscellaneous, create a scipt by clicking “New”. Copy and paste the following script (big thanks to Hectasword from the Nexus). Save the script. Code:
4/ Go back to the quest and select the newly created script. Click OK. Go to File and Save, then you can exit the GECK. Done! The LeverActionRifle.esp is now updated with the script as you can see in FNVEdit. According to Hectasword, "the next time you load the game, that will add the gun to the relevant perk- and challenge-related lists, and there's no need for a merged patch, since it adds them via script instead of via edits to the form lists themselves". ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
the model you have of the bolt on the rifle, the safety is set to lock. it should be on the opposite side that what it is what i am trying to say is, if the bolt safety set to the position that it is in the model the entire bolt would be locked and unable to cycle.
220 comments
Yes I've read the comments about the proofmarks and how it likely wouldn't be there because alternate history, but STILL, I love it. I wish I had looked into buying surplus Karabiner 98k's years ago when they were cheap IRL, now they're not cheap and my wallet gives me death glares for the slightest deviation from my budget.
Did I mention I love this mod? :D
I manually edited them out but it would be really nice to see an optional file that removes the Nazi waffenamts from the rifle. I understand preserving historical accuracy when it's necessary but this is a video game set in an alternate universe. And there were post-war commercial copies of the 98K that didn't have the Nazi proofmarks. Other than the sound issue and the waffenamts, the rifle is gorgeous, feels great, and is extremely fun to pop Legion heads with.
i'am breaking my head with FNVEdit...
i honestly only want the Sound and Animations for the k98 from Asura'h animation pack.. i dont want anything else from the Animation Pack.
However, this mod doesn't have any proper leveled list integration or form list integration. Also, the creator of this mod decided to lazily dump the weapon and its mods DIRECTLY into two merchants' inventories. Seriously, man?
There is literally a geck tutorial (https://geck.bethsoft.com/index.php?title=Adding_items_to_vendors) for adding items to vendor inventories without f***ing with other mods that use the same vendor inventories. You could've created a new container owned by the vendor with the weapon and mods inside or used a quest script to add the weapon and mods to the vendor container or leveled list.
Simply dumping the weapon and mods into the vendor container is incredibly lazy and can make your mod conflict with other mods that use the same vendor containers. I'll never understand why some modders spend countless hours making good-looking weapons but can't bother spending less than 10 minutes to make their mods more compatible with others.
If anyone has issues with the weapon and mods not showing up in Vendortron in the Gun Runners kiosk or in Michelle at 188 Trader Post (the two merchants whose inventories eprdox added this weapon to and never bothered to mention), you need to go into Geck and manually remove the weapon and its mods from Vendortron's and Michelle's containers. After that, follow the geck tutorial mentioned earlier.
For those don't care about adding the weapon and its mods to a vendor's inventory, you can just use Geck to place them in any cell you want (Ex. Doc Mitchell's House) or just write some lines into the 'DoOnce' quest script to add the weapon and mods to your inventory.
To anyone who wants to properly add the weapon to form lists, follow the instructions pasted below the dashed lines (Source: Prosp3ro's post at https://www.gunetwork.org/t18903-fnv-need-help-with-a-script)
The process is essentially the same except the script itself will look different depending on which form lists you want to add the weapon to. The quest and the script can be named anything you want. Make sure to use the weapon's ID when adding to form lists.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
OK, for those who may be interested, here is what I did:
0/ DL the GECK Extender by RoyBatterian. This program is not technically required but it will help to solve potential errors.
1/ Open the GECK, go to File/Data, check FalloutNV.esm, check LeverActionRifle.esp and set it as active file.
2/ Select Quest in Actor Data, create a quest by clicking “New”. Right click on the new created file, click “Edit”. The ID (Quest Data) of the quest will be: “1873RifleListQuest” (without the quotation marks). Check the “Start Game Enabled” box. Click OK. Go to File and Save.
3/ Select Script in Miscellaneous, create a scipt by clicking “New”. Copy and paste the following script (big thanks to Hectasword from the Nexus). Save the script.
Code:
scn 1873RifleListQuestScript
short iDoOnce
Begin GameMode
if (iDoOnce == 0)
AddFormToFormList NVAllWeapons 000Leveractionrifle
AddFormToFormList WeaponRiflesList 000Leveractionrifle
AddFormToFormList WeaponLISTRangedALL 000Leveractionrifle
AddFormToFormList PerkCowboyWeapons 000Leveractionrifle
set iDoOnce to 1
StopQuest 1873RifleListQuest
endif
end
4/ Go back to the quest and select the newly created script. Click OK. Go to File and Save, then you can exit the GECK. Done! The LeverActionRifle.esp is now updated with the script as you can see in FNVEdit. According to Hectasword, "the next time you load the game, that will add the gun to the relevant perk- and challenge-related lists, and there's no need for a merged patch, since it adds them via script instead of via edits to the form lists themselves".
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
what i am trying to say is, if the bolt safety set to the position that it is in the model the entire bolt would be locked and unable to cycle.