Does anyone know how to remove the included sound effects? They don't seem to be working correctly in-game and installing my own custom sound doesn't override it.
Also parts of the gun appear purple from what I assume is a broken texture, looks fairly alien tho imo.
UPDATE: Did some digging into the files with notepad, use this directory to override the sounds: Sound\FX\WPN\ABF3\WPN_ABF3_Fire.wav then just compress the Sound folder as a rar, name it whatever you like, save to desktop, and install after you've already installed arobot96's mod.
Here's an example mod you can use as a base to restore the vanilla sounds or use your own.
Is this mod obsolete? I really like what I see in the screenshots but it's not exactly working as intended as the weapon model is missing some parts in-game with the standalone version (replacer version isn't really 'replacing' the vanilla blaster but is combining the two into one).
It's not replacing the normal one? I'm using the ABF3R one, the .ba2 files have the space in the right place ('ABF3R - Texture.BA2' & 'ABF3R - Main.BA2'), the .esp is in there, all of it is in the Data folder... It's not working, is this because I need to start a new game or something?
EDIT: Wait, it is kinda working, I just realised everything is THERE, but the vanilla one is also there, as in the two are on top of eachother. So I'm holding the vanilla blaster and your model is poking out of it in places... I'm... confused... this some kind of conflict? I don't think I have any other mods at all that touch the alien blaster...
I have exactly the same problem. So I extracted the ABF3R - main archive and then hide it in MO2 and the weapon now works fine. Seems to be an issue with the main ba2 archive but can't work out why.
I feel like RobCo is most likely given they made the animatronic and from what we see it doesn't look like the government were concerned with aliens so I assume House kept it under his hat, rather than it being Vault-Tec with their ties to the government, or Nuka-World with Project Cobalt.
Just a heads up that the archives for both versions have a slight typo in the file names that needs to be corrected before the mod can work properly. There needs to be a space added after the dash. As they currently are, the game won’t read the archives and the new meshes won’t replace the vanilla ones. It took me a few minutes to figure out why the Zetan behind Oberland still had the vanilla Blaster. Bethesda's archaic naming convention strikes again! Once I added a space to the archive names, the glorious replacer meshes were there.
Thanks for sharing this! It looks awesome and is light years beyond the FO4 version. I’m a sucker for anything that adds FO3/FNV items into the game, and this is exactly what I needed. Well done!
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Also parts of the gun appear purple from what I assume is a broken texture, looks fairly alien tho imo.
Sound\FX\WPN\ABF3\WPN_ABF3_Fire.wav
then just compress the Sound folder as a rar, name it whatever you like, save to desktop, and install after you've already installed arobot96's mod.Here's an example mod you can use as a base to restore the vanilla sounds or use your own.
EDIT: Wait, it is kinda working, I just realised everything is THERE, but the vanilla one is also there, as in the two are on top of eachother. So I'm holding the vanilla blaster and your model is poking out of it in places... I'm... confused... this some kind of conflict? I don't think I have any other mods at all that touch the alien blaster...
(They designed the Animatronic Alien blaster based on a real one that was in-use at least between Pre-War and the Lone Wanderer)
Thanks for sharing this! It looks awesome and is light years beyond the FO4 version. I’m a sucker for anything that adds FO3/FNV items into the game, and this is exactly what I needed. Well done!