Yup, it was my fault. Disregard my prior comment as I overlooked the paths for the projectile and explosion when I updated to 1.1. That's why in 1.1 the pipboy image and equiped model worked. You could even drop the grenades and all would be fine until you went to throw one, which uses the projectile path even though it's the same model.
So long story short: I only fixed half of the problem when I made 1.1. Welcome to v1.2! As far as I can tell I got all of my pathing oversightes taken care of this time so everything should be fine. Thanks for bearing with me on this one, it's my first public release so I appreciate it!
As always, if it doesn't work let me know and I'll keep on trying 'till I get it right!
That's certainly odd, they have the same name so the new one should just overwrite the older one. All I can think of there is to make sure the old one is completely gone before replacing it. I'm not an expert on the full specifics of how FOMM works but try loading the game with the mod disabled, quit out, delete the .esp then put in the new one and enable that. It seems like overkill but that should do it I'd think.
Worst case I'll post the files, where they go will depend on the version but they're all in the original .bsa's. I've tested the newer version without the files extracted there and FO3 seems to be able to find the assets in its stock resources like I was hoping for. We'll get you a solution one way or another!
i just dled it again, and this one has a newer date stamp. but its still doing the same thing.
/oh wait. for some reason mod manager keeps reseting it to the earlier one or something. every time i replace the file it has the previous date stamp on it.
Hmmm that should have been fixed in the 1.1 version, are you using the older 1.0 version by any chance? The readme's history section will have the version in it.
The explosion and the world model of the grenade come out as big red question marks for me. Also theres no havoc, it just floats in the place you throw it as a red question mark and explodes in my face. Are there any mesh files required for this?
Incendiary grenades you say? I do enjoy fire. That certainly sounds like something the raiders would come up with too. That sounds like a project worth putting some time into! On an unrelated note, poison resistance doesn't come into play enough either....
Perhaps these may turn into a grenade pack at some point.
Hey no problem, great mod. You could easily make some other types of grenades as well since you have the knowledge. I beleive there are already usable effects where you could make smoke grenades and Incediary grenades, ones that explode and burn the enemy for X amount of time. Smoke might even be able to put your sneak skill to 100 when used or the same effect as a Stealth Boy, just without the chamealeon effet on the player.
Sorry i like grenades, im a soldier myself, and like blowing @#$% up ">
Ah thanks for spotting that one for me, it worked fine on mine as you suspected. The model path is now weapons1handgrenadethrowpulsegrenade.nif and I took the liberty of moving the pipboy icon to interfaceiconspipboyimagesweaponsweapons_pulse_grenade.dds I tested mine after .old'ing the new locations so it looks like everything should work without people adding the files (as I thought the origional case would be considering I'm using stock resources).
As always, if anyone finds other little issues let me know and I'll do what I can to fix em!
10 comments
So long story short: I only fixed half of the problem when I made 1.1. Welcome to v1.2! As far as I can tell I got all of my pathing oversightes taken care of this time so everything should be fine. Thanks for bearing with me on this one, it's my first public release so I appreciate it!
As always, if it doesn't work let me know and I'll keep on trying 'till I get it right!
Worst case I'll post the files, where they go will depend on the version but they're all in the original .bsa's. I've tested the newer version without the files extracted there and FO3 seems to be able to find the assets in its stock resources like I was hoping for. We'll get you a solution one way or another!
/oh wait. for some reason mod manager keeps reseting it to the earlier one or something. every time i replace the file it has the previous date stamp on it.
Perhaps these may turn into a grenade pack at some point.
Sorry i like grenades, im a soldier myself, and like blowing @#$% up
weapons1handgrenadethrowpulsegrenade.nif
and I took the liberty of moving the pipboy icon to
interfaceiconspipboyimagesweaponsweapons_pulse_grenade.dds
I tested mine after .old'ing the new locations so it looks like everything should work without people adding the files (as I thought the origional case would be considering I'm using stock resources).
As always, if anyone finds other little issues let me know and I'll do what I can to fix em!