Fallout New Vegas

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anonx1987 and too many people to list here

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anonx1987

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714 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. RoccoDimintri2167
    RoccoDimintri2167
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    i cant get the 10mm pistol to replace the old models, what am i doing wrong?
  4. CockroachKiller
    CockroachKiller
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    I noticed while using this and Hitman's Gun Animation Overhaul that the hunting shotgun's reload has a clipping issue. The shells seem to be loaded above the chamber, so they clip into the gun instead.
  5. skilfultree
    skilfultree
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    Are all WAP weapon mods compatible with one another? When I install multiple I get file conflicts which seems odd as they're mods for different weapons,
    1. anonx1987
      anonx1987
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      they share some files so yes they are compatible
  6. escrotomacbolas
    escrotomacbolas
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    I have a sight error with the anti-materiel rifle, I have no idea what causes it, maybe it is the ''Another Millenia'' mod
  7. Devlman127
    Devlman127
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    Is there a scopeless hunting revolver in here?
  8. MysticAlpha24
    MysticAlpha24
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    is it normal for my game to stutter when selecting the guns in the pip boy? i know I'm using the 4k tex on because some of the guns are low res specifically when zooming in otherwise its fine. I've also noticed that the 32 rifle in ttw started working all of the sudden was that an update or something?
  9. KralazarMallus
    KralazarMallus
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    I want your armor, helm and hood. 
    Give me a link to this mod pls
  10. nate1232
    nate1232
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    Should I be using Iron Sights Aligned with your WAP mods, or is it fine to overwrite it?
    1. anonx1987
      anonx1987
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      that mod has patch for WAP meshes, so you would need to load it after WAP
  11. Thebluebridgetroll
    Thebluebridgetroll
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    So, I love WAP's retextures, but there are a few mods I prefer the Millenia retextures of, or have other mods covering, can I delete the .txt files for those--will that work? Namely, I've got the AWO Service Rifle/Assault Carbine pack, and I prefer the Millenia/Vanilla models for the Brush Gun/Medicine Stick and the Hunting Rifle/Paciencia. If I delete those 4 .txt files, will the overall mod still function? Will the original textures still work? Or am I going to wind up with missing textures/a big ol red triangle?
    1. anonx1987
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      yes you only need to delete the txt files of the weapons you don't want to use
  12. 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.
    3. AniHVX
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      and here I thought the green emissive glow was a bug or f*#@ up on my end. huge thanks for this guide.
    4. Millerr3231
      Millerr3231
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      Matteo you deserve a fucking medal.