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" } ]
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.
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.
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.
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?
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.
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?
>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?
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.
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.
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.
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.
85 comments
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"
}
]
},
{
"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.
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.
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.
I appreciate the mod tho!
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?
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.
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.
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.