Fallout New Vegas

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cx405

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cx405

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About this mod

This mod REMOVES the backpack from minigun, grenade machine gun, K9000, Fido, Flamer, Gatling Laser. Supports Vanilla NV, Classic Fallout Weapons, FOOK and WME.

Permissions and credits
THE PROBLEM
You probably know of stacking backpack bug. It has been here for ages.
If you dont - try equiping minigun, laser minigun, shish, k9000, grenade machineguns or their unique variations, and while equiped hold R to retract them. Then pick any other same class; or while having them equipped save, then reload the save; or die and then reload that save.

Old backpack stays there, until you quit to desktop and reload. It also causes crashes.
It STACKS with newer backpack. You can easily end up carrying 30+ backpacks!! in a manner similar to hedgehog carrying apples.
And physics apply to them!! This is no less than embarassing and completely breaking immersion! Making use of backpack weapons nearly impossible!

Many noble people have tried to fix that..  I finally succeeded.

- Flamer
- CZ257 Avenger
- K9000 / FIDO
- Fiendroaster
- M40 Gattling Laser
- Minigun
- Grenade Machinegun / Mercy
- Cleansing flame
- Sprtelwood
- Shishkebab
- Vindicator
... did I miss something?

Mod Stability Status: TESTED AND WORKING

USAGE
Just install this mod as last one and accept overwrites. Do not allow overwrites over this mod.
It contains the meshes  that should be placed into your /data/meshes/

IT IS ABSOLUTELY REQUIRED THAT YOU OVERWRITE OTHER FILES WITH THIS MOD.
BACKPACKS ARE DEFEATED BY USING MANUALLY EDITED MESHES(WIREFRAME MODELS, aka *.NIF) INSTEAD OF THE ORIGINAL MESHES.
 

- ONLY LISTED BELOW MODS ARE SUPPORTED!

- BEWARE OF ANY MOD THAT ADDS REPLACERS, OR MOD ADDING OWN WEAPONS. SUCH MODS WILL LIKELY TO ADD OWN WEAPONS WITH BACKPACKS...
- OBVIOUSLY ANY SUCH MOD CAN DEALT IN THREE WAYS: EDIT ESP TO USE CLASSIC WEAPON MESH (WHICH IS PRESENT IN THIS MOD), OR EDIT THE MODEL (MESH) TO STRIP ITS BACKPACK. OR REMOVE IT. INSTRUCTIONS ARE PROVIDED BELOW.

You dont need a new game.
To go back - uninstall the mod, this should reinstall changed *.NIF files if your mod manager does back-ups.
NO DLCS ARE REQUIRED EVEN IF I FIX DLCS, because only model resources are changed.
You dont need NVSE.

"Supported"* mods and versions:

- The base weapons from Fallout New Vegas, including ALL official DLCs
-- Does not matter if you miss any of DLCs.

- FOOK - ONLY VERSION 1-13
-- overrides FOOK version of Fido/K9000, which is present in "meshes\fook\weapons\bigguns\*.nif"

- WME - ONLY VERSION 1.101
-- overrides a lot of WME new models to weapons, which are present in "meshes\weapons\WME\2handhandle*.nif & -"-\2handhandlego*.nif")
-- one specific model - "flamerexpandedtanks*.nif" is impossible to correct without bare model edit. Regular flamer model is used instead.
-- no support for WMX, because I don't use it. Please edit WMX models yourself and share, or ... use these WME models instead of WMX by replacing. It goes without saying that redestributing such a thing is absolutely out of question.

- Classic Fallout Weapons (Vindicator) ONLY VERSION 3.3b
-- overrides Vindicator, L30.
-- If you use CFW, be sure to check my seperate large fix for this awesome mod by Linerunner!


LEGAL STUFF
TO FIX BACKPACK, I HAD TO EDIT MODELS FROM OTHER MODS. TO SHARE THIS FIXES, I HAVE TO REDISTRIBUTE THESE MODELS - IN ORDER TO FIX THE BACKPACK BUG. THIS MEANS I DO NOT CLAIM ANY COPYRIGHT OVER THESE MODELS! I ALSO DO NOT FOLLOW A GOAL OF ANY *DERIVATIVE* WORK - THIS IS PLAIN AND SIMPLE - A BUG FIX. NOTHING IS CLAIMED OR DONE OUTSIDE OF ACTIONS TECHNICALLY REQUIRED TO FIX THE BACKPACK. ALL COPYRIGHT BELONGS TO CREATORS OF INCLUDED MODELS. MY CORRECTIONS AND INFORMATION ARE UNDER WTFPL LICENSE, BUT MODELS OR ANY INCLUDED CONTENT DO NOT BELONG TO ME. THE LICENSE OF INCLUDED SOFTWARE COMPONENTS TAINT THE CONDITIONS OF FURTHER REDISTRIBUTION OR USE. MODS WHICH PARTS WERE USED TO FIX THEM WERE PRESENT ON THIS (NEXUS) WEBSITE AT TIME OF UPLOAD AND THEIR REDISTRIBUTION CONDITIONS APPLY COLLECTIVELY AND DEFINE THE RIGHT TO DISTRIBUTION OR USE THIS BUGFIX MOD. FEEL FREE TO USE METHODS OUTLINED BELOW TO HELP YOU OR OTHER PEOPLE SOLVE BACKPACK PROBLEMS, WHERE YOU SEE FIT.



TECHNICAL PROCESS FOR FIXING ANY BACKPACK-ENABLED WEAPON BELOW
1. Requirements: operating system, game, nifscope, GECK(optional), FOMM(optional, BSA extraction), compression utility (7z or similar), file browser, 4 minutes of time per model.

2.1. If the mod is already installed in your game, navigate to data/meshes/... After work, you can do step 2.2 and integrate fixed model into original mod.

2.2. If you have not installed mod, unpack the mod somewhere and navigate to meshes/ directory. This is where you can find the models. After work, you can then package it back, creating a fixed mod for your future use.

2.3 If its about vanilla FNV weapon, then you need to extract BSA archive of FNV. After doing whole thing, there is no need to place it back, as extracted file overrides that in BSA archive. The main vanilla NV file is called "Fallout - Meshes.bsa" and should be opened with FOMM (Fallout Mod Manager) built-in BSA tool, extract only the files you require:

Classic weapons are in ../weapons/2handhandle; /nvdlc0x/2handhandle, and so on; where x=dlc number
Example of such weapons are: 25mmgrndlnchr.nif (25mm grenade machinegun), lasergatling.nif (m40 gatling laser) and so on.

3. You may encounter several files for just one weapon per mod:
 - files ending with "go" are usually world models that you see; without "go" - are those that you carry in 1st person.
 
 - weapons that accept weapon mods(modifications to a weapon in game), sometimes have extra models, each such model corresponds to modified weapon. As there can be up to 3 weapon mods and 1 non-moded weapon, there can be a lot of models for just one weapon, as you will see below. For example: lasergatlingcfframe.nif - gattling laser with cfframe weapon modification installed; lasergatlingcfframego.nif - exactly same, but when dropped on ground(world model). And so on.

Example - laser minigun:
- 1st-person view models: 1 unmodded weapon, 1 mod installed, 2 mod ~"- , 3 mod -"- , 1+2 mod -"- , 2+3 mod -"- , 1+2+3 mod -"-  == 7 .NIF total
- 3rd view low-polygon models of same weapon: exactly same count as above, with *go on the end. == 7 .NIF total
Thats 14 .NIF for just ONE weapon. EACH of the files must be edited. However, this case is really seldom.
 
To check which NIF file is used by which weapon, you can use GECK. Open Geck, open your MOD .ESP/.ESM file, go to weapons, find your weapon and double click, Art tab contains unmodded 1st person and world model; mods tab contains 1st person and world model for when 1,2,1+2,2+3,1+2+3 mods are installed on that weapon.

Explore contents of this mod for hits which files belong which guns with which mods.
 
Down to actual edit:
4. Make a copy of file you edit. Edit original. In case of damage, replace original with copy of a copy and apply original name.

4.1 Open file WITH Nifskope. I will reference Nifskope window in 4 parts:
Upper Left (Structure), Upper Right(Model View)
Lower Left (Help), Lower Right(Properties, of selected structure element)

4.2 Make sure that "File-Autosanitize Before Save" is OFF, UNchecked!!!!

4.3 In "Structure", you should see only one element with index 0. Unfold it.

4.4 In "Structure", inside unfold element 0, find an element that has caption "Backpack". Note the number that is before it.

4.4.1 If you cant find this element, in "Model View" click on model part that looks like Backpack. Clicking on empty space DEselects all. After you clicked, look in "Structure" which element is highlightend.

If there is only one element, or all model was selected - backpack is attached to model and cant be seperated. This is not the case with all original weapons - backpack is usually seperate.

- If you cant find backpack, it may not be present OR may be located INSIDE the model, in this case you can only guess from "Structure" which element belongs to Backpack. You must find and pick the upmost possible.
- Its usually on upper level inside element 0, but it can also find itself within first element.
- A notable feature of Backpack is presence of "NiStringExtraData" element with Property "Bip01 Spine2", this denotes that this element is attached to player back.
- If you find out later, that model in Nifskope and GECK does not have backpack, yet in your game it does, it could be that its actually different mod overloading default model with its own. Use a search function by file name to track that model and mod, and fix it.

4.5 After you noted the number, click on the element 0 itself (root).

4.6 In "Properties" find value "Num Children" and "Children"(which is just below).
4.7 Unfold "Children". You job is to edit the field, so that element number of Backpack is LOWEST.
Example you have: 20, 23, 50, 68 - where 23 is Backpack. Make it look like 20, 50, 68, 23. Make sure that elements are sorted in ascending order! If Backpack was already lastest element, skip this step.

4.8 After that, doubleclick on "Num Children" and reduce it by one, effectively cutting that lastest element - Backpack, out of root of Element 0.

4.9 Save As. I recommend overwrite. Nifskope will immediately reopen the file and you should notice the change in "Structure". The Omitted Backpack element should now reside outside of Element 0, on same , topmost level.

5.0 Right click on Backpack element, Block, Remove BRANCH.

5.1 Save As, overwrite.

Congratulations, you have just removed the backpack. Close Nifskope and doubleclick on next file in your file manager. Repeat for all instances.


TROUBLESHOOTING
-Q The textures are suddenly flattened out or messed up.
-A You forgot to perform step 4.2 before edit, Nifskope has destroyed your model. Please restore a copy and start from 4.2.

-Q I fixed the weapon, it looks without ammo pack in Nifscope and GECK, but in real game - there is ammo pack!
-A You have installed a mod, that changes the mesh assigned to that weapon to different file. Find this file in your data/meshes directory, for example using search function and patch it. If you have done everything right, the weapon will loose its backpack!