Heads up for anyone: don't download the compatibility patch for the right handed reload animation. Just use the normal file, and download the patch that someone linked from google drive in the comment section of "(CC) Right Handed Anti-Materiel Rifle"
Would it be possible to make an alt version without the semi and auto variants? Because it makes the legendaries you get from the quest have a chance to be one of them and i wanted to use all your customization on the legendary version but it came up semi instead and its just weird seeing shells eject thru a sealed chamber :(
So I am using your mod with OhDeer's right handed model along with Hitman's and Haru's Right handed animation. Personally, I didn't notice anything weird with the gun, other than the bolt be pulled slightly out of alignment, but I tested that without your mod at all and it was still there, so that's completely down to the model and animation.
Now, when simply installing your mod, everything seemed to work fine. I didn't notice anything weird with the animations. However, with the patch installed, the weapon became invisible. I did install both the main file and the patch; with only the patch I still had the same problem with the gun being invisible, but it did still have the modified stats.
The rifle is invisible in-game because there is a mistake in the path in your .esp file (which I have converted to an .esl in the Creation Kit): the path you have for the mesh is “CreationClub\FRSFO4002\Weapons\AntimaterielRifle\AntimaterielRifle_Receiver1.nif”, however the model name in meshes is “AntimaterielRifle_Receiver_1.nif”. Correcting this error in xEdit fixes the invisibility problem.
So how exactly would we go about doing that? I got the same problem as Morgoth. Do we just rename the CreationClub\FRSFO4002\yaddayadda to "AntimaterialRifle_Receiver_1.nif" I'm just a little confused is all.
Not this mod's user, but chiming in: if there is indeed a pathing error in the .esp/.esl file, just make sure it links to the actual file that should be there in that folder--check the entire path, including all the folders and the file name, for misspellings.
[Object Modifications] Edit the last 9 entries [MODL - Model FileName] starting with (Calibrated Powerful Receiver) and ending with (Standard Receiver). Add the _ before the 1 as mentioned earlier by RaduSamanc so it looks like "AntimaterielRifle_Receiver_1.nif"
I know RaduSamanac posted how to fix the invisible rifle issue but I can not for the life of me find it when I use Xedit to edit the path if some one could screen shot were to go I would greatly appreciate it.
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Otherwise your rifle will be invisible
Now, when simply installing your mod, everything seemed to work fine. I didn't notice anything weird with the animations. However, with the patch installed, the weapon became invisible. I did install both the main file and the patch; with only the patch I still had the same problem with the gun being invisible, but it did still have the modified stats.
So how exactly would we go about doing that? I got the same problem as Morgoth. Do we just rename the CreationClub\FRSFO4002\yaddayadda to "AntimaterialRifle_Receiver_1.nif"
I'm just a little confused is all.
[Object Modifications]
Edit the last 9 entries [MODL - Model FileName] starting with (Calibrated Powerful Receiver) and ending with (Standard Receiver). Add the _ before the 1 as mentioned earlier by RaduSamanc so it looks like "AntimaterielRifle_Receiver_1.nif"
It should appear visible in-game after.