Scenes which are not supported by the mod: - Nocturne Op55N1, pre-ending roof talk: the scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts -Killing Moon (PL King of Wands ending): partially supported. The scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts. Though at the scene ending where you are forced to equip a pistol, the previously used Overture will be replaced with your actual weapon that matches the mod's logic criteria.
F.A.Q. > Does it work with weapons added by other mods? Yes.
Thx for report, I'll check that. Looks like this one is tricky and issue depends on if you had any pistol equipped or not at the moment scene was loaded so that's why missed that on testing.
Always have one equipped as my stealth go-to weapon and I know I had it ready when I entered the room. It's a modded one from Sabbath, if that helps at all.
After updating this morning I had CTDs 2x in a row trying to load up my last savegame. On a hunch I downloaded and reinstalled this mod again and the game loaded. Just FYI for anyone that might be experiencing similar. I expect this was some sort of corruption via Nexus during the first download I made of 1.4.0.
Thanks again for your continued updates to this. Great for immersion.
Oops. It was Nova City 2 mod. Sorted vanilla ready save : ManualSave-146.zip. Just additional note. In this scene V can use 2 guns. Choosing "Sit | Rinder?..." V picks up Barghest variant of Lexingtion on the ground. Choosing "Shoot | I'm here to kill you" V uses default gun from inventory which is needed to be modded.
Don't know what to tell you. I'm running the previous version just fine. Likewise ran the version before that. I downloaded both previous versions again today with no issues. I'm also not seeing the download count update for the newest version, so that's a little odd. Haven't had any issues with other mod updates today either.
It's not like I can do something here or fix your software, use the previous versions then if you worried. Download counters are not related to that, nexus had it updated with a noticeable delays these days. Plus you always can check "Preview file contents" link to see that there's no differences from previous archives, same for virustotal reports.
Thank you! This should have never needed to be modded. It's the little things that can make immersion so much better so again thank you. I always enjoyed how V had her iconic pistol but it was not used in a single scene. It should have at least been the go to for the default.
Really great mod I have one question: You said "so due to technical limitations it's not possible to swap it via script" in Killing Moon quest My question - is there any way to swap it not via scripts? Just spesific model, without your mod functionality
Sure. Replacement via scripts is not possible because worldEntityNode requires .ent file path and I could not get that for current player weapon at runtime. So it could be mesh replacement inside the ent file itself or replacing used .ent path to some other weapon inside related streamingsector file. Killing Moon Uses this one: ep1\quest\main_quests\q306\entities\w_revolver__malorian_overture__base1_01_q306.ent Btw I also thought about something like mod settings menu weapon selector with some predefined variants for those scenes which can't be updated with equipped weapon, maybe will add that later too.
Thanks Just tried it out and seems like it worked Was not shure what exactly to change so i just deleted all appearences exept default and changed all overture related paths with paths of silverhands malorian(in my case)
137 comments
- Nocturne Op55N1, pre-ending roof talk: the scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts
- Killing Moon (PL King of Wands ending): partially supported. The scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts. Though at the scene ending where you are forced to equip a pistol, the previously used Overture will be replaced with your actual weapon that matches the mod's logic criteria.
F.A.Q.
> Does it work with weapons added by other mods?
Yes.
Thanks again for your continued updates to this. Great for immersion.
When choosing dialogue option "Shoot | I'm here to kill you" V uses their pistol from inventory (default Unity)
Save file : Convo with Rinder save file. Enter the room ahead, wait until dialogue options show up, choose "Shoot | I'm here to kill you"
Oops. It was Nova City 2 mod. Sorted vanilla ready save : ManualSave-146.zip. Just additional note. In this scene V can use 2 guns. Choosing "Sit | Rinder?..." V picks up Barghest variant of Lexingtion on the ground. Choosing "Shoot | I'm here to kill you" V uses default gun from inventory which is needed to be modded.
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I always enjoyed how V had her iconic pistol but it was not used in a single scene. It should have at least been the go to for the default.
For me it still default Unity
but my game is modded so im not shure it will do
I have one question:
You said "so due to technical limitations it's not possible to swap it via script" in Killing Moon quest
My question - is there any way to swap it not via scripts?
Just spesific model, without your mod functionality
ep1\quest\main_quests\q306\entities\w_revolver__malorian_overture__base1_01_q306.ent
Btw I also thought about something like mod settings menu weapon selector with some predefined variants for those scenes which can't be updated with equipped weapon, maybe will add that later too.
Just tried it out and seems like it worked
Was not shure what exactly to change so i just deleted all appearences exept default and changed all overture related paths with paths of silverhands malorian(in my case)