While still having Animation problem, I fleetingly addressed so by just deleting its idle animation factors. It seems the power armor scaling functions well. Combining with meshes and textures from NV mods regarding Titan, still pretty useful for Fallout 3.
You know, i recommend going to TTW. It's much more advanced than original Fallout3 system, it doesn't have an unofficial patch like this has though. And download Titans of the new west 2.0. U should experience a new world.
Just want to add for anyone having the minigun problem: I also opened this mod in Winrar, and deleted the 'idleanims' folder (and everything in it), which is located in 'meshes/characters/_male/. Using Winrar saved as a rar, then renamed to zip. Installed this new vers again by mod manager/NMM. This mod must this use NV idles, so we are reverting to use FO3's idles, and the minigun stutter in PA is gone. Im still testing to see it anything else doesnt work..nb: Im not using the hotfix file from NV (https://www.nexusmods.com/newvegas/mods/63083), just this mod!
Some prefer playing original Fallout 3, instead of struggling with TTW. Shocker, I know. Next time, keep dumb questions, pretty much unrelated to anything ever, to yourself.
Aye, it's because FO3 is superior to TTW. I've oft explained why elsewhere (and it's in my Nexus media here) but I'll paste it below:
Spoiler:
Show
Firstly, TTW will never get around to converting most of the useful and good FO3 mods out there. And to make matters worse TTW version updates are often so overhaulling that each time around not all FO3 mods that had been converted will work properly with each newer TTW version (not even all v3.3.2 mods work with v3.3.3). And as interest in these older games become more niche and modders move on, so too does the bother to update that library or convert new ones (let alone make new mods to challenge FO3's extant library). Years ago it reached the point where for the massively bigger library of FO3 mods that'll never get converted to whatever current version of TTW is being hawked, you're far better off just keeping FO3 & FNV as separate games.
I'd even go one step further and point out the arrival of TTW did some damage to the FO3 mod library in that in the heyday of TTW's promise (say, around v2.9 to v3.2) some FO3 modders converted to it and, thinking FO3 would die out, even (pointlessly) deleted their FO3 versions. Maybe they thought this could help convert gamers by doing so (there did/does seem to be almost cult-like aspects to adherents of TTW at times). Just two of many examples of great mods which suffered that fate were GNR Building Redux and Reilly's Rangers Compound Redux. And yet by 2024 even their TTW conversions got removed as being "obsolete" for the latest TTW. I could list other issues about the TTW scene but that would be getting too much into the attitudes & personalities involved.
And anyway, TTW doesn't have a cohesive "tale" at all but remains two completely different games merely bolted together, which also means by the time you reach Goodsprings you're a high-level character so the FNV balance is all wrong. And even just using TTW for its FO3 DC portion means having to use FNV stuff like timed food health, the gimmicky companion wheel (FO3's simple menu is easier), and subtle balance problems like a different way of calculating damage to the way FO3 was built, etc. Against that I will admit TTW used to have the benefit of true ironsights, but that has since been backported to FO3. And when Windows 10 first came out in 2015 some folks on that OS had fewer issues running FNV smoothly than they did FO3, but that ceased to be an issue by 2017 when the GOG version came out (and since been sorted on Steam apparently, at least with tweaks/fixes).
FWE patch? I know its probably annoying considering others that have maybe asked prior, or the fact that I am asking since that mod in particular is so old, I just really want to be able to play with both and am not sure exactly how to go about patching them myself.
Hey so I have an issue with the mod. When I'm not wearing PA, mine and NPC's guns hover to the right instead of on my back. Pistols go just behind the right hand, and hip melee weapons (like the ripper), hover in front of the right hip. How do I fix this? Edit: also happens with power armor. I disabled the mod and loaded in and sure enough all the holsters were normal. I think this could be due to the Rober S body replacer or BNB, but I need to do more experimentation on this to find the root. Edit 2: The root was BNB. Robert S is fine. I will link the BNB mod I use incase a patch is made. Bouncing T and A DRK-2PEX with Stock Armor at Fallout 3 Nexus - Mods and community (nexusmods.com)
so for anyone still experiencing this issue, i replaced the mod FetalPosition's Skeleton with the one included here. DRK works and everything works as normal as far as i have seen.
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The container issue should now be fixed. Enjoy the mod. And feel free to post screenshots.
Also Notice for this mod:
Have it below mods that change any of the Power Armors. Including their object effects and stats.
is it possible to enable the mod without all addons?
I also opened this mod in Winrar, and deleted the 'idleanims' folder (and everything in it), which is located in 'meshes/characters/_male/.
Using Winrar saved as a rar, then renamed to zip. Installed this new vers again by mod manager/NMM.
This mod must this use NV idles, so we are reverting to use FO3's idles, and the minigun stutter in PA is gone. Im still testing to see it anything else doesnt work..nb: Im not using the hotfix file from NV (https://www.nexusmods.com/newvegas/mods/63083), just this mod!
I'd even go one step further and point out the arrival of TTW did some damage to the FO3 mod library in that in the heyday of TTW's promise (say, around v2.9 to v3.2) some FO3 modders converted to it and, thinking FO3 would die out, even (pointlessly) deleted their FO3 versions. Maybe they thought this could help convert gamers by doing so (there did/does seem to be almost cult-like aspects to adherents of TTW at times). Just two of many examples of great mods which suffered that fate were GNR Building Redux and Reilly's Rangers Compound Redux. And yet by 2024 even their TTW conversions got removed as being "obsolete" for the latest TTW. I could list other issues about the TTW scene but that would be getting too much into the attitudes & personalities involved.
And anyway, TTW doesn't have a cohesive "tale" at all but remains two completely different games merely bolted together, which also means by the time you reach Goodsprings you're a high-level character so the FNV balance is all wrong. And even just using TTW for its FO3 DC portion means having to use FNV stuff like timed food health, the gimmicky companion wheel (FO3's simple menu is easier), and subtle balance problems like a different way of calculating damage to the way FO3 was built, etc. Against that I will admit TTW used to have the benefit of true ironsights, but that has since been backported to FO3. And when Windows 10 first came out in 2015 some folks on that OS had fewer issues running FNV smoothly than they did FO3, but that ceased to be an issue by 2017 when the GOG version came out (and since been sorted on Steam apparently, at least with tweaks/fixes).
Edit: also happens with power armor. I disabled the mod and loaded in and sure enough all the holsters were normal. I think this could be due to the Rober S body replacer or BNB, but I need to do more experimentation on this to find the root.
Edit 2: The root was BNB. Robert S is fine. I will link the BNB mod I use incase a patch is made. Bouncing T and A DRK-2PEX with Stock Armor at Fallout 3 Nexus - Mods and community (nexusmods.com)