Fallout New Vegas

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  1. RoyBatterian
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    WMIM is reverted to 1.3 until I have time/inclination to fix all the bugs and issues introduced in 1.4 since niether Matt nor I are inclinded to do so.

    Don't beg me or ask when it will be done, next year maybe at the soonest.
  2. RoyBatterian
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    Twitch stream clip on how to adjust iron sights for WMIM and TTW with 3DS MAX , bonus tutorial on making collision with Nifskope and 3DS MAX.

    https://www.twitch.tv/videos/342136557
  3. RoyBatterian
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    Please welcome Matt from TTW team to the WMIM team, he will be maintaining and doing further work in conjunction with myself on the mod.
  4. DanielNCR129
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    Please, include a WMIM version that doesn't present any of the weapon gameplay/stat changes, only mesh improvements like the title of the mod states. It would make things so much simpler for compiling a Wabbajack that includes this, but instead, I have to yoink VNV's WMIM ESP replacer just to get JSawyer Ultimate's .22 LR Varmint Rifle change to work, but then that'd mean having to create my own .meta file, which isn't too big of a deal, but I was wondering why the .22 LR Varmint Rifle wasn't .22 LR until I poked in with xEdit to see why.
    1. Glenrhee
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      This. I wish the stat changes were put in a different plugin.
    2. RoyBatterian
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      The Varmint rifle is 5.56 in vanilla.

      I reverted the mod to 1.3 version until I have time/inclination to fix all the bugs introduced in 1.4.

      No where in the mod description does it say "Weapon Mesh Fix Mod".

      I will never make a "just mesh fixes" version of this as that is just impossible to do. The stat changes are FROM JSAWYER HIMSELF, or because of other fixes. Further complaints will have you blocked from commenting. Take control of your own game, I'm not here to make things to fit your ideas, do it yourself.
    3. derpherpidyderp
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      NAM0 - Ammo under FormID 7EA24 in FNVEdit. You can change it to .22lr for WMIMNV.esp if it's overwriting JSawyer somehow. That way you don't have to ask the mod creator who isn't interested and just do that little edit yourself after the install.
    4. Glenrhee
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      You say it's "impossible to do" when Qolore literally did exactly what we're suggesting. Come on dude.
    5. RoyBatterian
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      No he didn't, he removed balance changes that you disagree with that fit your head canon. I'm not interested in such changes, I'm interested in fixing vanilla bugs and balance issues that JSawyer himself addressed and I included. Along with the whining about how the laser rifle does 4 more damage than vanilla to make up for the fact that the splitter was fixed to reduce the spits from 2 to 1 so it fires 2 beams and not 3.

      I do what I want to do, not what you want me to do. I've been over this many times. I mod for me, not you. If you don't like things I do, you are free to change them, it's not hard. You can also uninstall, unendorse, refrain from endorsing. Someone else can upload a patch doing what you want, like Qolore did. I don't forbid anyone from patching my mods like some people do.

      I do not and will never understand your entitlement, so don't ask me to. No I'm not being a dick or whatever either. You just want people to do things they don't want to do. Cope.
    6. StalkerGuy
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      .
    7. Pokepika01
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      Headcano-wha... Game balance isn't a matter of headcanon. It's a matter of "hey, this is called weapon MESH improvement mod, please don't hacksaw in your personal idea of game balance alongside it" Also, you laud JSawyer's changes, but changes from JSawyer Ultimate aren't ok? Pick a side and stay there, honestly.
    8. RoyBatterian
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      JSawyer Ultimate is by PTWB not JSawyer. Josh was the technical director for New Vegas and PTWB's mod is not and has nothing to do with JSawyer's mod, and he said so in his stream when was asked on more than one occasion by myself and other TTW team members. He was rather annoyed by it, he said if he wanted those changes he would have put them in his mod. His changes are what he wasn't allowed to do, which he's also explained many times when asked, they are the intended balance, and they are included, same as they are included in YUP. You don't go whining at sandbox over it do you? I've never seen anyone do so.

      Download FNVEdit, and change them if you don't like them. Mod authors are not here nor were they ever here to do things for you, if you don't like something, do it yourself. I know that Nexus and the Skyrim community have changed perceptions so that you expect these kind of things, but I'm an old school modder and I will never do so. I'm not the only one either, be happy you get anything at all, say thank you and have some respect for people who spent their free time sharing the things they make with you, rather than demanding things and being entirely unreasonable.
    9. Majorman86
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      Roy, I don't like your attitude, but I love your mods and your dedication. So that makes you... A Gary on my book?

      Fallout needs more Gary!
    10. Sulligy
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      honestly roy's attitude is great considering the constant bitching people voice about stuff that takes 5 min in FNVedit to change
    11. AVeryUncreativeUsername
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      I feel his pain. Modding is a lot of work. People don't realize this. It can get very discouraging when you spend a lot of time making something and putting it out there for free, only to be shat on constantly because feel they get to dictate how you should make your mods. And instead of learning how to mod and editing it for themselves they instead opt to complain and berate the mod author. That's also why modders quit. Because they get sick of the entitlement and toxicity.
    12. RoyBatterian
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      Those who can, do. Those who can't, whinge and whine.
    13. Majorman86
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      Noo, reverting some of the changes in xEdit took me an hour! I could have spent that time actually working. Wait, what?
    14. coocoo19
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      you know you guys can just hide the esp in MO2 if you don't want the changes and just the fixes, right?
    15. RoyBatterian
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      Doesn't work like that because block order changes, textures will be broken.
    16. dpsampson
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      Oh man... *SIGH*

      Look, just download the damn FNVEdit AKA xEdit program, unpack it anywhere and fire it up the way it comes out of the box, let it load up your plugins and just start browsing through the game records and getting familiar with the controls, you'll be glad you did, like REALLY! In fact, you'll want to kick yourself in the TEETH for not doing it sooner. If reading manuals is not your thing, there's videos in youtube about using xEdit (or FNVEdit, FO4Edit, ETC.) with different games.

      Why should you download it? Well, xEdit with New Vegas was my first time using it and was able to half solve the Varmint Rifle ammo problem in a few minutes, then came back and realized I needed to "match" more "un-matcing" game records inside the plugins and that did it. Pretty simple fix, very straight forward and conflicting/non-matcing records in comparison were even highlighted in red... Though some of the stuff there is not easy to determine w/o reading a manual and with that, I know I don't know SHIIIITE what I'm REALLY doing with it but hey, it fixed the damn Varmint ammo and I ended up spending hours more with the records fixing some that got overridden by others...

      Why, WHYYYY did I wait YEARS and YEARS before I got into this WHYYYYYYYYY?!?!?? *TEARING OUT HAIR* Now, I really want to kick myself in the teeth and I've got some snap in my kicks, I'll tell ya that.
  5. Doom1991
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    Anyone who has issues with any weapons that this mod edits or bugs with guns like Gauss Rifle/YCS, go into the meshes folder of this mod and delete the mesh files for the weapons that you want fixed or not edited for another mod.
  6. IThinkThereforeIamNot
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    Can I overwrite the new energy weapon sights with Laser Weapon Iron Sights?
    1. RoyBatterian
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      No.
    2. IThinkThereforeIamNot
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      Follow up question, are they included in the base file, or the optional file? I understood they're in the base file, that's why I asked.
    3. RoyBatterian
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      Yes in the base file. I don't know why you'd want inferior ones with animations that are incompatible and inaccurate though.
    4. IThinkThereforeIamNot
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      Ain't nothing personal, friend, I just think these ones are a bit tacky, that's all.
      I don't expect you to change a chunk of the mod because of one person, that's why I asked if it was compatible.
      Thanks!
    5. ameyngangal
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      Hello IThinkThereforeIamNot,
      1.4 is a fairly big update. That's why I've hidden VP-WM for the moment as well, to avoid any compatibility issues.
      Roy is absolutely right by the way. Laser Weapon Iron Sights does not include other fixes which WMIM has. Meaning, even though you'd have iron sights with it, the weapon would still offset wierdly when fired. Even I'd recommend not using it. I was going to inform Qolore about this as well.

      The point is, WMIM is the most comprehensive weapon bugfix mod at the moment. And due to the way meshes work, if some mod wants to be compatible with it, WMIM's meshes have to be used as a base for creating that mod.

      Having said that, I want to create a small mod shortly for reducing the color saturation of some of the iron sights in the future. 
      Would you give me permission for creating this Roy?

      Regards,
      ameyngangal
    6. mdbakpo
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      Perms are open, feel free to use any of the textures and such. If you want, swing by our discord and I'll hand you some of the .psds to work on 'em.
    7. RoyBatterian
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      Tacky? Huh ok.

      I felt the ones in the other mod were very "nifskopey" and didn't fit the established weapon designs.
    8. IThinkThereforeIamNot
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      Perhaps tacky was the wrong word to use, since ameyngangal pinpointed the exact issue I have with this mod: oversaturation!
      For example, I really liked the plasma rifle sights in Fallout 4, but something rubbed me the wrong way about these ones. It's because they're way too green! Similar situation with the Laser Rifle sights. They're pure iron sights, and then it looks like someone just put a red pane (hologram?) between them. Why? Same thing with LAER sights (if I had to describe OWB with a word, tacky would be one of them). The sight itself it's fine, but the blue thing seems to be in a weird limbo of being transparent and not being transparent enough. As for the laser designator, I'll be honest, boss, I don't know why that has the red pane in front of the iron sights. Kinda looks cool, could use a bit less saturation tough.
    9. Rwocky
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      (deleted)
    10. RoyBatterian
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      Uninstall, Unendorse.
    11. Kane1051
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      It's all a matter of perspective, for my part I feel that the new iron sights are refreshing additions, and I appreciated them. Also, as someone who has spent some time doing some personal mods I know what it is to put time and effort to put quality content (If I can say so myself), I find it a bit disrespectful to come here and say that it feels out of place, of course, people have the right to have their own opinions, but also have the right to keep them for themselves and even better than that, they have the power to make their own weapon mesh improvement mod. I'm not writing this to offend anyone, but this comment could and should have been kept to yourself, and just be grateful for the mod you have without the time to make them.
    12. Rwocky
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      Stumbled back onto this thread and realized that my comment was out of line. Kane is correct.
  7. babydiehard
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    I just realized there is a "new" version. I have version 1.4 installed a while ago and hasn't noticed any bug. Should I just keep using it or downgrade to 1.3? And is it safe to downgrade mid save?
    1. RoyBatterian
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      You can keep using it, don't downgrade.
  8. Suruweczka
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    Welcome, this mod changes names of my weapons to english my game language is polish somebody know how to fix it? Mod installed in MO2
    1. RoyBatterian
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      Look for a Polish translation.
    2. Suruweczka
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      If theres no translation? Maybe i can hide files that change my language. Do you know what files change names?
    3. RoyBatterian
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      The plugin does, you'd have to translate it yourself.
  9. Doom1991
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    Bug:  In third person projectiles like the YCS do not work while hipfiring. 
    1. RoyBatterian
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      Known bug, it was fixed in 1.4, and will be fixed again in 1.5
  10. temporalsoup
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    the 1.3 version that is downloadable currently, has no energy weapon sights at all. whats happened?
    1. RoyBatterian
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      As I posted in the sticky, there's too many bugs with 1.4 atm and I reverted to 1.3 until I feel like rebuilding it, sometime next year.
    2. temporalsoup
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      would it not be possible to keep 1.4 hosted in the old/optional files? i made the mistake of overwriting my old version, and I was happy with 1.4
    3. RoyBatterian
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      It's hidden for now, I'm tired of the daily complaints.
    4. temporalsoup
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      lock the comments, disable the bug reports, but why not just leave the files up for the people who were quietly appreciating them?
    5. RoyBatterian
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      Because I really don't want it available right now, that's why. Please stop arguing with me.
    6. Glenrhee
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      -snip-
      I was being a dick.
    7. RoyBatterian
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      Unblocked you.

      I'll get to it when I have time.

      I'll be clear, I trusted Matt to test it so I didn't have to. He did not, most of the current bugs are on him. Since I don't have the time or inclination right now to go through hundreds of weapon records and fix things, and neither does he as he's busy on other projects I decided to just revert it to a more stable version AS IS MY RIGHT TO DO SO.

      You tell me to get off my horse? Get off yours, I don't owe you anything, stop acting like I do.

      I don't view others changes as "fixes", just s#*! they don't like period end of story.

      No one else is fixing the meshes because they don't even know how (besides Matt, and NoBark is learning), or they do a really bad job at it which is why I made this to begin with.

      Yes I'm tired of whining, complains, muh lore and everything thing else everyone is constantly bitching about that I didn't do. I have a life outside of modding, I can't dedicate as much time as I used to. I know this is so hard for you to understand, but try.

      I understand completely now why Someguy2000 left this god forsaken modding community.
    8. StalkerGuy
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      .
    9. djrxmx
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      Roy, you do a great job.  Don't concern yourself with ungrateful complainers.  Peace, and thank you for all of your great work.  
  11. RossiRoo54
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    Just a quick question, whats the mod used for the iron sights for the laser and plasma weapons. 
    1. RoyBatterian
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      1.4 was removed, 1.5 is forthcoming.
    2. RossiRoo54
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      Ah ok thank you for answering. Looking forward to it!
  12. Tevildo05
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    MO2 says WMIM overwrites Anniversary Anim Pack and 360 Movement. Is it recommended to load this mod before or after animation mods?
    1. GuilhermeAgostinho
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       install after
    2. Vessicus
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      I would suggest that you load WMIM before Anniversary Anims and 360 Movement
  13. FutabasBestBoi
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    I'm downloading manually and am insecure about my placement since it is not explained on the main page.
    I simply extracted the "meshes", "sound", "textures" & "WMIMNV.esp" included in the download into "D:\Steam\steamapps\common\Fallout New Vegas\Data" directory and let them merge.

    I asume it's functional since it has worked with every other mod out there I have manually installed up until this point? Thanks in advance.
    1. DumpsterCommander
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      Raw-dog modding. Oof. You'll solve and save a lot of headache using MO2.