Fallout New Vegas
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Charmareian

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  1. SpookyEngie
    SpookyEngie
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    Here is the edited version of the Hitman patch json file (this one also include rockbiter combat shotgun). Copy paste the following line into the Json file, mainly the chinese assault rifle, chinese pistol and combat shotgun since that the one i edited.
    Open the mod file, go to Meshes > AnimGroupOverride > FO3 Weapons Restoration - Hitman Animation Patch.json, paste the code and make sure it look similar in appearance to the original code (or just focus on the 3 i mention). That should fix the chinese assault rifle n chinese pistol animation not playing. You will need rockbiter combat shotgun animation installed for the combat shotgun patch to work. Now include the alloy combat shotgun version because i unlazy myself.
    [
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": ["1FFEC", "C06E", "737C"],
    "folder": "Hit_AssaultRifle"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "1FFEC",
    "folder": "Hit_AssaultRifle"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": ["80B", "C070"],
    "folder": "Hit_ChineseAssaultRifle"
    },
    {
    "mod": "FalloutNV.esm",
    "form":"80B",
    "folder": "Hit_ChineseAssaultRifle"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": "C071",
    "folder": "Hit_ChinesePistol"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": "C071",
    "folder": "Hit_ChinesePistolLastShot",
    "condition": "GetCurrentAmmoRounds == 1"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "2B3CB",
    "folder": "Hit_ChineseOfficerSword"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "04325",
    "folder": "Hit_ChinesePistol"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "04325",
    "folder": "Hit_ChinesePistolLastShot",
    "condition": "GetCurrentAmmoRounds == 1"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": "C0C6",
    "folder": "Hit_10mmPistol"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "04327",
    "folder": "Rock_CombatShotgun"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "04327",
    "folder": "Rock_CombatShotgun_LastShot",
    "condition": "GetCurrentAmmoRounds == 1"
    },
    {
    "mod": "FalloutNV.esm",
    "form": "04327",
    "folder": "Rock_CombatShotgun_Empty",
    "condition": "GetCurrentAmmoRounds == 0"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": "c7c2",
    "folder": "Rock_CombatShotgun"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": "c7c2",
    "folder": "Rock_CombatShotgun_LastShot",
    "condition": "GetCurrentAmmoRounds == 1"
    },
    {
    "mod": "FO3WeaponsRestoration.esp",
    "form": "c7c2",
    "folder": "Rock_CombatShotgun_Empty",
    "condition": "GetCurrentAmmoRounds == 0"
    }
    ]
    1. FerrFerr
      FerrFerr
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      Dunno what Im doing wrong, but when I add the extra code for the Alloy shotgun, I lose the animations for the other weapons and go back to vanilla.
    2. SpookyEngie
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      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "c7c2",
      "folder": "Rock_CombatShotgun"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "c7c2",
      "folder": "Rock_CombatShotgun_LastShot",
      "condition": "GetCurrentAmmoRounds == 1"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "c7c2",
      "folder": "Rock_CombatShotgun_Empty",
      "condition": "GetCurrentAmmoRounds == 0"

      check if your look like this. updated my original comment to include the alloy steel version, you can copy the entire code for the hitman patch there.
    3. FerrFerr
      FerrFerr
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      Oh yeah it works, dunno how you do it but for me it would never work If I put it.

      One thing missing tho! The .22 Revolver, Technically its the .32 pistol in FO3, it should be using the Hit_32revolver anims, the formID is "80A".



      EDIT:
      Oh and this for the 10mm Alloy pistol

      "mod": "FO3WeaponsRestoration.esp",
      "form": ["C06C", "C0C6"],
      "folder": "Hit_10mmPistol"

      There's 2 10mm Alloy pistols FormIDs, so with that it goes to both.
    4. FerrFerr
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      Ok So I managed to get even more weapons working mostly fine, this includes the .22 Revolver, Lever Action Rifle (and the Replica Repeater) and the Double Barrel Shotgun.

      Two Caveats tho:

      1- The 32Revolver anims from hit dont work correctly with this mod's 22 revolver due to the fact that hit's anims were made for TTW and those changed the way some models work, so instead now it uses the MP-412 Rex anims from his Millenia Animations - Part 1 set, and now it works perfectly, so install that!

      2- Some ammo textures are broken in both the Chinese Pistol and the Double Barrel Shotgun, this is probably another issue with those anims being for the TTW models, for the Double Barrel Shotgun, you can replace this mod's meshes with the ones from Rock's Standalone version, Havent found any fixes for the Chinese pistol tho.

      Anyways here's the Code you should patch into the .Json file, make sure it replaces it entirely!:
      
      [
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": ["1FFEC", "C06E", "737C"],
      "folder": "Hit_AssaultRifle"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "1FFEC",
      "folder": "Hit_AssaultRifle"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": ["80B", "C070"],
      "folder": "Hit_ChineseAssaultRifle"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "80B",
      "folder": "Hit_ChineseAssaultRifle"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": ["88DE","3C07A"],
      "folder": "Rock_Lever"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "3C07A",
      "folder": "Rock_Lever"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "7473",
      "folder": "Rock_DoubleBarrelShotgun"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "C071",
      "folder": "Hit_ChinesePistol"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "C071",
      "folder": "Hit_ChinesePistolLastShot",
      "condition": "GetCurrentAmmoRounds == 1"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "2B3CB",
      "folder": "Hit_ChineseOfficerSword"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "04325",
      "folder": "Hit_ChinesePistol"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "04325",
      "folder": "Hit_ChinesePistolLastShot",
      "condition": "GetCurrentAmmoRounds == 1"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": ["C06C", "C0C6"],
      "folder": "Hit_10mmPistol"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "80A",
      "folder": "Hit_MP412Rex"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "80A",
      "folder": "Hit_MP412Rex"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "04327",
      "folder": "Rock_CombatShotgun"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "04327",
      "folder": "Rock_CombatShotgun_LastShot",
      "condition": "GetCurrentAmmoRounds == 1"
      },
      {
      "mod": "FalloutNV.esm",
      "form": "04327",
      "folder": "Rock_CombatShotgun_Empty",
      "condition": "GetCurrentAmmoRounds == 0"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "c7c2",
      "folder": "Rock_CombatShotgun"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "c7c2",
      "folder": "Rock_CombatShotgun_LastShot",
      "condition": "GetCurrentAmmoRounds == 1"
      },
      {
      "mod": "FO3WeaponsRestoration.esp",
      "form": "c7c2",
      "folder": "Rock_CombatShotgun_Empty",
      "condition": "GetCurrentAmmoRounds == 0"
      }
      ]

      Yeah it works this way too, So with this the only issue to fix would be the broken loader texture in the Chinese Pistol and I guess some of the sounds? Well hopefully this fixes problems to many people having issue running these anims.
  2. alvisaladin
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    will there ever be a compatibility patch for the animation overhaul project by hitman and rockbiter 
    1. SpookyEngie
      SpookyEngie
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      I don't think he will update it but you can make a basic json file edit to make the animation work, i will post my json edit for the Hitman animation patch, that fix the chinese assault rifle and chinese pistol animation not patching.
  3. W1N3
    W1N3
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    I wonder if you could add another mod that adds some of the cut Unique weapons from FO3 to New Vegas like Law Dog, Wanda, Pa's Fishing Aid, and The E3 Demo Laser Rifle?
  4. lordofglasses
    lordofglasses
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    so do i put this after fo3 weapons restoration esp?or just use this?
  5. jacksaints
    jacksaints
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    nice mod! but why does it require honest hearts and lonesome road? any chance for a version without these dependencies?
    1. Charmareian
      Charmareian
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      I think it's perk compatibility or something. Idk, it's been a long time. Not worth making separate versions that need to be maintained. The game is often on sale with all of the DLC for $5.
  6. daddybarbarossa
    daddybarbarossa
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    if this isn't too big of an ask, do you think you could make a patch for the animations rockbiter did for the 10mm, the chinese pistol, and the combat shotgun?
  7. Cheazypredy
    Cheazypredy
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    were can i find the dragoon pistol?
    1. Charmareian
      Charmareian
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      Mick at Mick and Ralph's sells it to you if don't work for any casinos.
  8. domwader
    domwader
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    so will there be a true scope pack?
  9. Reshirou
    Reshirou
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    ESP filled with a bit of extraneous edits; I also would suggest a YUP patch for your FormID changes and such

    I appreciate the mod tho!
    1. Charmareian
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      >ESP filled with a bit of extraneous edits
      Such as? Could just be OCD stuff on my part.
      >I also would suggest a YUP patch for your FormID changes and such
      It was made with YUP in mind. There really shouldn't be any issues. This mod hasn't been updated in a while so maybe YUP has some new stuff?
    2. Reshirou
      Reshirou
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      There's actually nothing particularly extraneous, I just didn't realize a few things were for the Firelance at the time, like ammo conversion recipe and the new container, sorry!

      There is a "world" category with literally nothing in it, but that's just one thing, and small.

      And as for "YUP Patch," I also spoke too early; it doesn't need a Patch, as in, with YUP as a master; it just needs a small update. Both your edited FormID lists have some more, appropriate, vanilla things added to them in YUP.
  10. TheOceanDude
    TheOceanDude
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    This mod is great. The only things that I don't like are the lever-action rifle's very high damage (and it and the combat shotgun sometimes appearing on fiends) and the assault rifles being pretty expensive, but aside from that the balance changes to the Fallout 3 weapon mod (the American and Chinese assault rifle buffs, the Chinese pistol no longer being a peashooter) make that mod worth playing with now.

    Now for a bug. The R91 assault rifle seems to never wear down. It's durability refuses to go down.

    EDIT: I just noticed some changes from this mod don't seem to be working. I'm not sure what is happening. Still hasn't stopped me from blowing enemies' heads off with a tiny revolver.
    1. Charmareian
      Charmareian
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      Combat Shotguns appearing on Fiends is in the original mod. I would like to fix this eventually. I personally don't see an issue with the Lever Action Rifles. They're high risk, high reward. High damage, but fairly slow shooting and inaccurate. If you mean them being too powerful on Fiends, I never had issues on Very Hard difficulty.

      I don't have issues with Assault Rifles not wearing down. I could test it, but I don't think there is any way this could happen. Maybe some conflict in your load order.

      There's no reason this mod shouldn't be working properly if it's at the bottom of your load order. Unless you have some wacky scripted balancing mods that effect every weapon in the game, modded or not.
    2. TheOceanDude
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      I didn't notice the lever-action rifle had bad accuracy, although I hope it's not too bad. As for the issues I have had with the mod not working, I will try having it at the bottom of the load order in the mod manager.