The mod works perfectly fine without Updated Unofficial Fallout 3 Patch. Some people won't install this patch because it doesn't work right with non-English versions of the game. So why is it in requirements?
What tweaks do I make? The option to keep crosshair with weapons with true iron sights is set to 0 by default, which implies the crosshair should disappear, but it doesn't. *EDIT:* It might be a contoller thing, when I was playing with mouse and keyboard a minute ago the crosshair did disappear.
So, I know its already been said and mentioned in the description, but I'm reading it in the comments and I'm experiencing this now. Many of the weapons will misalign as you walk while aim downed. The laser pistol however doesn't and snaps back into place after walking while aim down as it should. This seems to be the case regardless of using retexture mods but I myself experience this with no mods at all.
Question: This is not related to your mod. I just have a general issue with custom textures in the GECK while using Mod Organizer 2.
I made a retexture of the assault rifle and changed it into the Wanda, using Gimp. For example, I turned the 1stpersonG3AssaultRifle.dds into 1stpersonWandaRifle.dds and did the same with the clip. I also created normalmaps. So far so good.
The issue came in when I tried to create texture sets inside the GECK. You see, I couldn't just dump the custom textures into the data folder like with Vortex or NMM, since Mod Organizer doesn't utilize a traditional data folder. I thought I could just install the textures like every other mod, within a RAR archive. So every time I tried to assign custom textures to a texture set, the GECK could see them in the file structure, but wouldn't allow me to because apparently it was "the invalid directory".
Doesn't work. I'm playing on a steam deck - could it be a linux issue? I've had issues with other fose mods too, the visual objective mod and loot menu mod are buggy too. I'm using vortex
Hey does this work just with any weapon mods? I just want to use Millenials Ak 74u and the Dragunov. Also does this work just right after install? I am torn between this one and RH Ironsights. Hope your day is well!
The animations would work, if they use default animations, BUT the weapon models themselves will need to have IScontrol and SightingNodes added to the model.
You can add them yourself by following the my guide under this modpages article section.
So I wanna add Iron sights to the Taurus Walker revolver but cant find a nif file with the ##ISControl I think i understand the instructions but am at a loss on where I can find it
Think of the ##SightingNode is where you head/eyes are going to be when looking down the barrel of the gun. So you line it up so that when you are looking down the sight, the sight is aimed where the crosshair is. In Stewie Tweaks you can enable crosshair even while aiming down sights for testing.
So when I put the ISControl on the Taurus Walker (I got the ISControl from a NV weapon) it automatically goes to the postion where it is supposed to be in Nifscope, the sighting node already locks in to it when I check both of them if they line up the same. Now when I do it the X value =-20.0000 and the Y value= 7.50000 and the Z value =0.00000 are for both when i copy past the ISControl branch into the Taurus Walker Blocklist. In game it doesnt do anything but the 10mm pistol I use to double check is spot on from your mod. What does X, Y, Z mean in terms of head/eyes. Also is there a way to view the nif file in animation or not possible?
ISControl NiNode translation and rotation should always be X= 0 Y=0 Z=0, Y=0 P=0 R=0.
SightingNode translation is the postition of the Ninode compared to Ninode its orginated/tied from, in this case being the ISControl.
The only way you can really test is loading it in-game, I know you can load it in NifSkope somehow, but I've never personally done so, or at least I don't remember,
this looks very cool and well done, though i have to ask if you plan to make compatibility patches for the very big and popular mods like FOOK2 or Fallout Wanderers Edition? because they have RH ironsights support and i personally would take clunky RH ironsights + one of these awesome overhaul mods over slick sexy ironsights and no overhaul mod
Just a word of warning: Iron Sight Plus uses custom animations. This can cause havoc when paired with other weapon mods. I tried to make a patch for WMK and weapon reloads were completely whack. I'm actually curious why the mod author decided to implement these custom animations.
The only animations I edit are the firstperson and some thirdperson animations related to Iron Sights, which is needed for them to function. Furthermore they also utilize added IScontrol node so that Ironsight animations can be have kickback and be more fluid.
Yeah, but you actually changed reload types for certain weapons, like the combat shotgun for example. I couldn't understand why, until I tried to make its WMK equivalent. I realized that your model was different and therefore required a different reload animation. This spells trouble for mods like WMK, unless they use the exact same models as you. And we all know that's not the case.
In my opinion this is a needless complication, and it may harm future patches for your mod, since most people are not very adept at working with animations (especially here on the Fallout 3 Nexus).
Models are done, animations are done. Its literally needing to do 3 hours of setting up the weapons variants and their texture sets.
EDIT: Still need to finish the Laser Rifle models. Which has been taking long since NIF plugins for Blender have been broken for years, only recently being fixed.
Actually, just download the mod. All of the custom reticules are included, even though only three are used. The one for Infiltrator/Perforator is best for the sniper rifle and its variants, in my opinion (just swap them). But obviously you can use them in whatever way you want.
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go into stewie_tweaks.ini and change bSightingNodeSupport 0 to 1
I patched it towards EVE and Updated Unofficial Patch here.
Btw WMK support end of May
I don't know WMK though. Can't find it here either. Sounds big.
I made a retexture of the assault rifle and changed it into the Wanda, using Gimp. For example, I turned the 1stpersonG3AssaultRifle.dds into 1stpersonWandaRifle.dds and did the same with the clip. I also created normalmaps. So far so good.
The issue came in when I tried to create texture sets inside the GECK. You see, I couldn't just dump the custom textures into the data folder like with Vortex or NMM, since Mod Organizer doesn't utilize a traditional data folder. I thought I could just install the textures like every other mod, within a RAR archive. So every time I tried to assign custom textures to a texture set, the GECK could see them in the file structure, but wouldn't allow me to because apparently it was "the invalid directory".
How do you solve this?
You can add them yourself by following the my guide under this modpages article section.
Is it the sights at the end of the barrel or the one by the hammer?
I would ask if you could patch the two weapons I want to have Iron Sights but all good if you don't wanna
Sorry for all the questions but I wanna make sure I am doing it right, so I can do it myself for future weapons
Thanks for helping me with this though
SightingNode translation is the postition of the Ninode compared to Ninode its orginated/tied from, in this case being the ISControl.
The only way you can really test is loading it in-game, I know you can load it in NifSkope somehow, but I've never personally done so, or at least I don't remember,
because they have RH ironsights support and i personally would take clunky RH ironsights + one of these awesome overhaul mods over slick sexy ironsights and no overhaul mod
In my opinion this is a needless complication, and it may harm future patches for your mod, since most people are not very adept at working with animations (especially here on the Fallout 3 Nexus).
I have a reason for asking.
EDIT: Still need to finish the Laser Rifle models. Which has been taking long since NIF plugins for Blender have been broken for years, only recently being fixed.
Here's an example of a mod that already implements it for vanilla weapons: Colorful reticules for weapon scopes at Fallout 3 Nexus - Mods and community