Hey I have a problem where when I rapidly shoot semi auto two handed weapons, the weapon will more often than not teleport off screen for one frame, you can actually see it happen in third person too. I'm pretty sure it wasn't doing this when I first installed the mod, any suggestions? Here's the one frame where if I shoot right after I bolt it, the gun just teleports way out of the first person view: https://imgur.com/f9ozAIy
I cant get this mod to play nice with WMIM, patch and all. im on vortex if anyone knows how to get it to stop saying that WMIM is conflicting with this mod
It's a great mod, for me it is essential, I don't play without it, however I downloaded a mod that adds weapons from the cut content (which by the way are weapons from FO3), so I was wondering if the animations cover the weapons or do I have to use the TTW patch?
Got a bug with the Tactical Reloads add on. I've tested a lot of weapons and they work fine, but the silenced 10mm SMG Sleepytime's animation has a bug. If you reload while there's still some ammo in the magazine, then you freeze. This doesn't happen when you reload from an empty mag or if you reload in 3rd person, but for whatever reason, the tactical reload where you don't pull the bolt back on the SMG will cause you to stop moving. Does anyone know how this could be fixed?
Hello, I'm trying to patch Tammer's Nif-bashed weapon pack? v5.1 (the patch provided in the FILES section is outdated) using Sniff but i'm confused about which input and output folder to choose. I'm using Mod Organizer 2 so opening the file explorer on the mod redirects me to a folder path that isn't in New Vegas directories (which i'm assuming is correct because MO2 uses a virtual folder so mods won't 'directly' tamper with the game's original file). So now I'm stuck on whether i should pick the folder that house the entire mod (which includes the .esm and the subfolders of meshes, sound, and textures) or I should pick more specifically so Sniff won't touch other files in the mod.
May I also ask if weapon attachments (that are in the aforementioned mod) is also covered when doing the sniff process? Do i have to do the sniff process again to include weapon attachments?
English isn't my first language. I don't know where else I should ask this question to and this is my first time tinkering with mod tools. I hope what I've just provided is informative enough to help me with this predicament, as any help is appreciated. Thanks.
one of the two variants of 2hrattack5 (leveraction rifles) has the same bug laser rifle had in a previous version, "standing up" when shooting while sneaking
ratslayer texture bug: WMIM removes the sighting node in the mesh and also changes 1stPersonVarmintRifleUnique[STAT:000E5B16] in the esp
a patch could be made with nifskope like this: 1- make a copy somewhere of <WMIM\meshes\weapons\2handrifle\varmintrifleunique.nif> 2- with nifskope open <Anniversary Anim Pack\Meshes\Weapons\2HandRifle\varmintrifle.nif> and open the copy in an other window 3- from the first one right click "##IScontrol" node, copy branch, after that, in the copy, right click "VarmintRifle 0" node (first one), paste branch, save and exit 4- move the copy to <Anniversary Anim Pack WMIM Patch\Meshes\Weapons\2HandRifle\ >
Your English is great and perfectly fine to understand! :) After "##IScontrol" and "VarmintRifle 0" you find the copy and paste functions under "Node" btw., for everyone wondering. Was easy enough to find, though...
And thank you soooo much for the instructions. Easy to follow and a simple fix. Kudos to you!
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The author has locked this comment topic for the time beingCheers and thanks for all the support!
May I also ask if weapon attachments (that are in the aforementioned mod) is also covered when doing the sniff process? Do i have to do the sniff process again to include weapon attachments?
English isn't my first language. I don't know where else I should ask this question to and this is my first time tinkering with mod tools. I hope what I've just provided is informative enough to help me with this predicament, as any help is appreciated. Thanks.
ratslayer texture bug: WMIM removes the sighting node in the mesh and also changes 1stPersonVarmintRifleUnique[STAT:000E5B16] in the esp
a patch could be made with nifskope like this:
1- make a copy somewhere of <WMIM\meshes\weapons\2handrifle\varmintrifleunique.nif>
2- with nifskope open <Anniversary Anim Pack\Meshes\Weapons\2HandRifle\varmintrifle.nif> and open the copy in an other window
3- from the first one right click "##IScontrol" node, copy branch, after that, in the copy, right click "VarmintRifle 0" node (first one), paste branch, save and exit
4- move the copy to <Anniversary Anim Pack WMIM Patch\Meshes\Weapons\2HandRifle\ >
I tested it, hope it helps
PS: english is not my language, awesome mod
After "##IScontrol" and "VarmintRifle 0" you find the copy and paste functions under "Node" btw., for everyone wondering. Was easy enough to find, though...
And thank you soooo much for the instructions. Easy to follow and a simple fix. Kudos to you!