Fallout New Vegas
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DylanF1

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DylanF1

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111 comments

  1. DylanF1
    DylanF1
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    I have added a new version (v 1.2) It fixes the iron sight issue, and the spelling error on the locker! Also fixes the explode on hit effect. Thank you for downloading my mod, guys! (P.S. You guys, please send in some in-game screenshots! I would love to see them)
    1. Weasel124
      Weasel124
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      the spelling error is still there
    2. DylanF1
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      Again, something must be wrong on your end. But, I suspect you're trolling. You haven't even downloaded the latest version that fixes some things.
    3. joebenz
      joebenz
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      Busted!
    4. odhranshiels
      odhranshiels
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      when i tried to download it it says error server unreachable do you know how this can be fixed
    5. DylanF1
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      Well, I think that may be on the site's end. So, the best thing I can tell you is to try to download it again later.
    6. mwhenry16
      mwhenry16
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      How would one change the range for this rifle? I'm not an expert, but I believe the Sharps had/has an extremely long range. I thought it could be done by tweaking min/max range in FNV edit, but it doesn't seem to change anything; I still have to get close to even get 2-5% VAT shots. Or is it my ignorance and it's my stats that determine what I think I'm missing?

      Love the mod, love the old style. Hope to see a flintlock someday.

      Thank you.
    7. DylanF1
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      Indeed, the Sharps did have quite a long range. I am not too sure how to do that myself or it would have better range! I'm not sure how one would be able to change that in the GECK. I'm sure it's there somewhere, I just don't know where. Thank you for enjoying the mod!
    8. jynx474
      jynx474
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      Usually to change the range of a weapon I open the plugin in X-Edit or GECK go down to min/max range and set them to 256 (min) and 5000 (max range) Not that difficult, just not that necessary since most custom weapons (namely Rifles) are set to max range of 5000 anyhow

      And yes the Sharps did have an impressive range 460 meter (500 yd) effective and a 912 meter (1000 yd) maximum range
    9. DylanF1
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      Thanks for that info! I know the rifle is set to 5000 max anyways, I do believe. So, I guess there isn't much more I can do about the range, then.
    10. awpanda1
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      look im not saying that you have to but may you please take the damage down, my GECK is not working and even though your weapon is one shot it still does ALOT of damage- Awpanda1
    11. MonoAccipiter
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      Min/Max range is just the range NPCs try to use it at. Has no effect on the actual range of the weapon. You want to look at projectiles for range, but it's probably limited by the engine, not the default .50-70 projectile at this point.

      I tested this today and it still had "issues" with the iron sights. Sadly, the peep sight isn't actually separated from the model, so you'd need to use a 3D modeling program like 3DS Max to remove it. Also lacks a physical projectile when reloading. For the reflections I'd look into using an environment map if I were you. The rendered pictures are not directly comparable to the result you get with a realtime renderer (like a video game engine) and an environment map can help alleviate that. Try asking Naky if you can borrow one of Millenia's maps from WotNM.
    12. Hectasword
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      As far as I know, the range on the weapon record determines the distance at which the AI can use it, though it is modified by other variables outside the weapon record itself.

      The range of the projectile is determined in the projectile record. The default maximum for most vanilla bullets is 10,000, or 142 meters (64 GECK units is a yard, and 70 is a meter). Since most enemies don't appear beyond that distance with maximum vanilla render settings, it's a reasonable range. If you want to change that, however, in case you have mods that extend the render distance (i.e., uGrids changes), you need only change the range value of the projectile to something greater. 50,000, or 710 meters, is more than enough to compensate for ridiculously extended render ranges.

      You can change the gravity value and uncheck the hitscan flag, as well, if you want to try out ballistic arcs and actual aiming. Because of engine limitations, this doesn't work very well with shotguns or automatic weapons, but it's fun with slower guns that don't need as many calculations. It makes sniping interesting.
    13. michaelscot9
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      I'm not certain what you define the Iron Sight issue as, but the Diopter on the Ladder sight (The Disc part of the sight) Doesn't line up at all with the rear post, making accurate aiming impossible without assuming. The primary fix should be lowering the diopter down the ladder so that you have a proper sight picture, and Increasing the hole in the diopter wouldn't hurt either if possible.

      Nonetheless I do enjoy this mod, and would like to thank you for it, but I would sincerely appreciate for this problem to be addressed.
    14. Thebluebridgetroll
      Thebluebridgetroll
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      When you say you fixed the iron sight issue, do you mean you made the peep sight line up with the front post? because that hasn't happened for me. Not to say that that's a BAD thing cause the peep sight looks absolutely tiny, but still.
    15. OR10N96
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      Yeah, I've been using this rifle for a while and have been checking back for fixes every week or so since August.

      I too still have trouble with the peep sight still not lining up correctly when I aim down the sights.
      The other issue I've found with the rifle is not one I've seen mentioned much in the comments though. I can't seem to hit targets from far away in third person because the rifle always (not exaggerating) fires to the right of where the crosshair is aimed. When I compensate though by aiming my crosshair away from the target it works like a charm, so range seems good.

      I love this rifle, so I can't really bring myself to uninstall it, but I too would really love to see these issues fixed in the future. So thanks again for this awesome gun, and keep up the good work
    16. Hellzapoppin
      Hellzapoppin
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      Min/Max range values for weapons doesn't control how far the weapon's bullet will reach -- that setting is controlled in the Projectile "card" by increasing the projectile's speed+range and reducing its Gravity value.

      Min/Max range in the weapon's "card" appears to determine the range "window" within which an AI will fire the weapon.

      EDIT: *sigh* Derp. That's what happens when a guy leaps in to try to help without seeing that somebody already beat him to the punch. lmao
    17. B4llsAndB4y0n3ts
      B4llsAndB4y0n3ts
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      I love this weapon, been going hard on the Western/Gunslinger playstyle lately, and this makes an epic "cowboy sniper" rifle.
  2. DylanF1
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    I added a optional file that lowers the damage that the rifle does. I hope that solves everyone's issues that they have with this rifle.
  3. HyvalEmolga
    HyvalEmolga
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    Just wanna let you know, I'm working on making an energy weapon version of this basically turning it into a single-shot Gauss Rifle eating MFCs, and working on a model modification to reflect that. Hope that's all right! 
  4. SupremeJustice63
    SupremeJustice63
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    Will this be updated to which it adds the option to be bought from venders across the Mojave?
  5. Zorlin3321
    Zorlin3321
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    Any way to fix the space between hand and gun in first person? 
  6. tjreed141
    tjreed141
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    To me, there's something so badass about the courier walking around picking off fiends with an 1874 Sharps rifle. fantastic mod sir!
  7. GenerallyPhil
    GenerallyPhil
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    what perks (if any) will further increase the damage of the Sharps? (besides bloody mess)
  8. delincuente
    delincuente
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    It doesn't look like on Paul's renders. Does anyone know how to make it look like on renders?
  9. Crumplynose7
    Crumplynose7
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    you need to add a scope for this rifle. the textures and sounds are really good. good mod would appreciate if you added a scope
  10. Jereponibus
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    The rifle's locker doesn't spawn on some playthroughs, and on others, it does. I don't know why this is, considering that I don't use any mods that alter the gas station's interior. Any ideas?

    Other than that, the 1874 carbine is a blast! Pun intended.

    Edit: It turns out that the Less Damage ESP doesn't work. However, whenever I activate the mod's standard plugin, the locker at Goodsprings Gas Station appears as it is supposed to. So it looks like I'll have to use the more powerful version, not that I'm complaining. :)
  11. freddythefreeloader
    freddythefreeloader
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    Haven't a clue if this is still active but I do have a question. Has anyone tried a fairly long range shot? I have and nothing came of it.
  12. Tailsdoll112
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    I know it's been forever since you last updated this mod, but are you planning on updating the ironsights to use the peephole or just the regular ironsights on the gun? Thanks!