Bit of a smol update, 1.3, but it has a few nice things!
> Restructured things a bit to allow for compatibility with Wardaddy's .44 animation replacer. Now, the hammer is separate from the receiver and added by the Mechanism mods. The main mod now requires the Wardaddy animation replacer, but there is an optional file that doesn't.
> Added a few material options: Gunmetal 2-tone, Black 2-tone, Chrome 2-tone, Blued and Blued 2-tone.
> Adjusted the level-listing a bit
> The RSh-12 now will potentially spawn with a material applied. Since I tweaked the object template on the gun for this, you may experience inviso-gun issues. If you do, try modifying the revolver at a workbench, that may force it to refresh and reload the models.
4/8/21 - 1.3a
> Tweaked the level-listing script so it will print a notification to the screen when it runs.
> Set the level-list injection quest to no longer be Run Once, so it can now be reset using the StopQuest and StartQuest console commands, like so: StopQuest RSh12_LLQuest Exit the console, then reopen it. StartQuest RSh12_LLQuest
You can do this at any time, so long as 1.3a is installed, though be advised, this won't revert the level-lists if they've already been seeded, so additional re-seedings will stack and result in the gun becoming more common.
11/27/21
Uploaded 3 patches. One ties in to Spitfire and assigns its 50 cal. muzzle flash to the RSh-12, giving it a nice beefy blast of fire when you shoot. The second ties into the recently released Real Time Cover Penetration Framework and enables the RSh-12 to shoot through cover. The third is a combined patch that ties into both Spitfire and Penetration Framework, giving the gun Spitfire's muzzle flash as well as Penetration Framework functionality. Each patch uses the relevant mods as master files so Spitfire, Penetration Framework or both mustbe installed first.
RSh-12_LLInjector.esp is not from this mod. It's one of the level list patches from Weapons Level List Patches and is meant to be used with AnotherOne's RSH-12. My mod already has level-listing built into it.
It doesn't. It's a 5-shot revolver and there aren't any modifications that increases that number, unless you happen to luck out and get a Legendary version with the Never Ending effect.
TY for making a version that didnt require any other mods :) i dont like taking up mod slots for things like that. If u could please make a better version that also doest require any other mods.
If you're using the Putinizer it's kinda meant to be a bit cartoonish, but otherwise its textures are the same as the base gun, just with a red coloration. That said, I did make this pretty early in my Fallout 4 modding venture and I didn't quite have a hang on how the specular textures are done, so because of that it may look flat in certain lighting, or by what material color you have applied. I don't need to completely remake the gun for that though, I just need to go back and redo those specular textures so the detail comes through more.
That would be awesome if u do, 2 things though no loose files and no other downloads required if u can. So if u choose to do it please and thank you :)
Storywealth may have left you on the cusp of the BA2 limit and having this active puts you over the edge. Try disabling one or more other mods in your load order and see if the crash persists.
This mod is great; one issue though, the Rsh-12 (non putinizer) seems to be invisible when equipped or inspected however the putinizer works just fine, i have archive invalidation setup and all patches are loaded after (including wardaddy's anim replacer) so im really not sure how to fix this and i hope you can help :)
What other patches do you have? I don't see any of the ones available on the mod page here in your download history.
EDIT: Reading this again I noticed you said you had the Wardaddy replacer loading AFTER the Rsh-12. That's likely the problem right there, it needs to load BEFORE the Rsh-12.
Is it possible that this mod requires a DLC? The requirements list stats that there are no DLCs needed, however the mod isn't "activating." The .esp is enabled, I did confirm that, however the Putinizer isn't spawning nor is it in the console, and the revolver and its ammo are not listed in the chem station..
It doesn't require any DLC. The only requirement is Wardaddy's revolver animations, but even that is only needed for the main file, there is an optional file that doesn't need it.
If you're running VR, or a version of the game older than 1.10.162, the mod may not function due to the plugin using a different version header. You can fix that with FO4Edit by changing the version header in the plugin to 0.95.
If you're using Vortex, check in the Mods panel/tab to ensure it's actually enabled and deployed.
Yeah, it turns out that the update file v1.3a that included Wardaddy's animation was the culprit. Since I didn't have the animation mod, I tried swapping it out for the optional file that didn't include the animation. Reloaded my save and the Putinizer was just chillin' on the table next to me
All right, excellent. There is a Wardaddyless version in the 1.3a download, but if you installed the mod with Vortex it would've gone ignored, since it's in its own folder.
290 comments
> Restructured things a bit to allow for compatibility with Wardaddy's .44 animation replacer. Now, the hammer is separate from the receiver and added by the Mechanism mods. The main mod now requires the Wardaddy animation replacer, but there is an optional file that doesn't.
> Added a few material options: Gunmetal 2-tone, Black 2-tone, Chrome 2-tone, Blued and Blued 2-tone.
> Adjusted the level-listing a bit
> The RSh-12 now will potentially spawn with a material applied. Since I tweaked the object template on the gun for this, you may experience inviso-gun issues. If you do, try modifying the revolver at a workbench, that may force it to refresh and reload the models.
4/8/21 - 1.3a
> Tweaked the level-listing script so it will print a notification to the screen when it runs.
> Set the level-list injection quest to no longer be Run Once, so it can now be reset using the StopQuest and StartQuest console commands, like so:
StopQuest RSh12_LLQuest
Exit the console, then reopen it.
StartQuest RSh12_LLQuest
You can do this at any time, so long as 1.3a is installed, though be advised, this won't revert the level-lists if they've already been seeded, so additional re-seedings will stack and result in the gun becoming more common.
11/27/21
Uploaded 3 patches. One ties in to Spitfire and assigns its 50 cal. muzzle flash to the RSh-12, giving it a nice beefy blast of fire when you shoot. The second ties into the recently released Real Time Cover Penetration Framework and enables the RSh-12 to shoot through cover. The third is a combined patch that ties into both Spitfire and Penetration Framework, giving the gun Spitfire's muzzle flash as well as Penetration Framework functionality. Each patch uses the relevant mods as master files so Spitfire, Penetration Framework or both must be installed first.
[00:00] Checking for Errors in [FE 13E] RSh-12_LLInjector.esp
[00:00] Rsh-12Comrade_LLInjector [QUST:FE13E801]
[00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [9B000830] < Error: Could not be resolved >
[00:00] Done: Checking for Errors, Processed Records: 3, Errors found: 1, Elapsed Time: 00:00
EDIT: Reading this again I noticed you said you had the Wardaddy replacer loading AFTER the Rsh-12. That's likely the problem right there, it needs to load BEFORE the Rsh-12.
If you're running VR, or a version of the game older than 1.10.162, the mod may not function due to the plugin using a different version header. You can fix that with FO4Edit by changing the version header in the plugin to 0.95.
If you're using Vortex, check in the Mods panel/tab to ensure it's actually enabled and deployed.
https://www.nexusmods.com/fallout4/mods/20377