Fallout New Vegas

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anonx1987 and too many people to list here

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anonx1987

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689 comments

  1. BotchForLife
    BotchForLife
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    For those wondering why some weapons don't work in TTW I have a solution for you:

    Go to the WWP 10mm Pistol Remaster by the same author as this mod here: WAP 10mm Pistol Remaster.
    Download the TTW compatibility patch, it's just a script file and ensure that it overwrites this mod, you should now have the 10 mm pistol models in your game.

    As for the hunting rifle, there is a patch here: WAP Hunting Rifle Replacer TTW compatibility.
    And for the 10 mm SMG: WAP 10MM SMG Replacer TTW compatibility

    Both by a different author but again only adjustments to the script file.

    :)
  2. anonx1987
    anonx1987
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    Updated for JIP 56.85 if there are remaining textures bug let me know.
  3. Graf0Zeppy
    Graf0Zeppy
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    Is there a way to delete the animations from the files. im using another animation pack that I enjoy more and only picked this up for the textures
    1. anonx1987
      anonx1987
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      remove the json file
  4. Loyalsock33
    Loyalsock33
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    Does anyone know if it's possible to get more coverage by using SWRP and then this mod overtop of it? Or will they not work like that because they're both scripts?

    If WAP covers all of the weapons in SWRP it won't matter. If you have any idea please let me know! Cheers
    1. DracoVampire786
      DracoVampire786
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      Use aWRP instead of sWRP.
  5. LiLD0nG
    LiLD0nG
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    this conflicts with the rest of the wap mods that usually isn't touched by this on as an example the laser rifle or pistol made by yours truly: anonx1987
    is there a reason for this and how can i fix this? because this is a mod that i now can't play without.
    1. anonx1987
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      the conflicts are just shared files.
    2. IdiotFalcon
      IdiotFalcon
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      So for shared files what's the solution please?
    3. anonx1987
      anonx1987
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      what do you mean solution? mo2 takes cares of thst
    4. IdiotFalcon
      IdiotFalcon
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      I'm just using Vortex atm? is that why?
    5. IdiotFalcon
      IdiotFalcon
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      My bad
      I thought the 10mm textures weren't coming throgh but it's because I was using the "Weathered 10mm" not the regular one
    6. DracoVampire786
      DracoVampire786
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      They share cubemap files, which is perfectly fine for them to conflict with.

      Also stop using vortex, as this will unnecessarily tell you stuff is conflicting even though it’s just shared files.
  6. ArchimedesEdge1160
    ArchimedesEdge1160
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    does wap conflict with b42 optics?
    1. barbazak
      barbazak
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      have u figured that out?
    2. ArchimedesEdge1160
      ArchimedesEdge1160
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      not yet but ill keep trying to figure it out
    3. anonx1987
      anonx1987
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      https://www.nexusmods.com/newvegas/mods/81731
    4. ArchimedesEdge1160
      ArchimedesEdge1160
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      thank you
  7. AwwwYeahGirl
    AwwwYeahGirl
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    I have some custom housing mods that have weapon displays, is there a way to get the displays to show the remastered models of the guns? Right now when I add a weapon to the boards they just show the vanilla models.
    1. anonx1987
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      no if they use their own static records then you would need to patch it yourself.

      if they use vanilla static then there is a patch for this on nexus, i don't remember the link sorry.
    2. Devlman127
      Devlman127
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  8. Matteo1421
    Matteo1421
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    If anyone has the glowing green mag 'issue' using the DropMag meshes, I found a fix. I put issue in quotes because it's not a conflict or mismatching texture issue like I originally thought and spent hours troubleshooting for lol... the meshes were designed with that green glow, I think it was on purpose at least. The mags in my game shine extremely bright green to where you can't even see the texture underneath the glow, the mags are just neon green bricks, but it's almost assuredly something to do with my heavy mod list and enb (although turning enb effects off causes it to glow even more brightly), not a bug with this mod at all. The image preview in NifSkope has an extremely mild glow effect that looks great, but in my game it's the brightest thing on the screen, so idk. Anyway, if you're in the same position as I am and still want to use the vastly superior meshes from this mod without the glow, here's the tweak, you need Sniff. I originally couldn't figure out how to do it through Sniff and did all the meshes one by one in NifSkope, but I went back and fiddled around a little more, and I think I got it now lol.

    Open Sniff and change the input directory at the top to this mod's meshes/B42/Dropmag/IDs folder. You don't have to do the Shared folder, the only mesh it contains (MF Cell) doesn't have the glow. Now in the NIF section on the left, select Universal Tweaker. In the first box if it doesn't already say NiMaterialProperty, type that in. Mine did the first time I opened the tweaker but just in case yours doesn't. Now, in the first box underneath, change it to Emissive Mult and set the value anywhere between 0-3. 3 is what it's originally set to, I had to set it to 0.1 to get a similar glow in game that appears in the NifSkope preview, but you may have to test out some different values to get it to your liking. Set it to 0 if you want to completely remove the glow, or alternately type in Emissive Color and set value to #000000. I don't know for sure if this makes any difference, it's pretty much indiscernible, but if you don't want any glow, changing the emissive color to #000000 (black) instead of setting mult to 0 makes the non-glowing mags look a little more saturated to me. I set the output directory to my MO2 overwrite folder and just created a mod out of it, but set the output anywhere you like. The output won't be in the correct folder structure, so make sure you match the correct structure when you go to transfer the files over (meshes/B42/Dropmag/IDs). Keep the original meshes handy just in case this breaks anything, I'm a novice and may have touched things that weren't meant to be touched. I've done very light testing and all seems to be well though. Also, if you have any of the newest standalone replacers on top of this pack that have Dropmag meshes in them (like ALSID), first of all, you should, go download and endorse lol, but make sure you run those meshes through Sniff too.

    As for the author, I don't want you to see this as complaining in any way, I don't want to seem ungrateful for this absolutely amazing and essential mod, but I think it might be a good idea to include mention of the glowing mags in the mod description. I know it'd even be very simple to upload an alternate version of the mag meshes without the glow, but I'm not even asking you to do that lol, because you obviously made them to your preference, and again, I don't wanna be an annoying ingrate. I didn't even know how amazing the models looked under the glow at first, so I'm genuinely glad I dove into 'troubleshooting' rather than giving up on trying to use this mod's mags. I also gained a tiny bit of experience in NifSkope and Sniff, and I just wanted to leave this here for anyone who may be in the same position trying to figure out why their mags are glowing. Thank you for the mods and all the hard work you put in <3 
    1. lennic
      lennic
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      Got the same problem basically, followed instructions and put WAP below dropmag, nothing else overriding it... Might do the nifskope edits myself soon
    2. zelathiel
      zelathiel
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      Thank you so much for this Matteo the green mags were driving me up a wall and your recommendation of Sniff made this a 5 minute job. I'll need to endorse that app as well.
  9. samiesta
    samiesta
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    How do I let  Millenia's (ESP-less) mod overwrite some textures included in this mod? I want to keep the look of some weapons by Millenia. Do I load Millenia after this (there is no overwrite due to folder structure)?
    1. samiesta
      samiesta
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      Nvm, figured it out. You just edit the script files.
    2. Attackonsanta
      Attackonsanta
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      Can you tell me how to edit script files?
    3. Cakexx
      Cakexx
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      If you are using MO2, right-click WAP and click "Open in Explore", then NVSE > Plugins > Scripts. Delete the script for the weapons you don't want WAP to affect.
    4. draeneiage
      draeneiage
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      i know this is over a year old but thank you so much for this reply. 
  10. Sternjaeger
    Sternjaeger
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    Hi, haven't played the great New Vegas since a while and I'm just discovering the nice mods the guys sent us over the last months.

    I have a question regarding WAP stuff: I guess WAP Year One and Bonus should be installed first. Then I install the others (LMG, RCW, etc) but there are always files conflicting. Should I load the other mod files before or after WAP Year One and Bonus?

    Thank you for help!
  11. shininginheaven
    shininginheaven
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    anyone know what mod it is for that hooded ranger helmet
    1. maunten88
      maunten88
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      Did you find it?
    2. Deimos5677
      Deimos5677
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      Unfortunately I believe its a private mod 
    3. bsharp22
      bsharp22
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      boo! so cool looking
  12. that1dude0092
    that1dude0092
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    I fuckin love this.
    I hope we eventually get a WAP replace-minigun.  Never realized that there isn't a lot of Minigun mods for FNV.  There's Eli's, which is cool, but I wish we have more.