no way to make it works without the new revolver animation?? i like the default animation.. this new animation mod affects to many other revolver mods.. such as M29 Devil, X-PR plasma... :'(
FYI - The 0xFE slots were not compacted in the (slower) patch. Haven't looked at the main patch. If they were not, then they also need to be, please. Those form IDs are much too high for so few forms. Appreciate the work though.
You can use xEdit to compact the forms so the CK won't break the masters. There are instructions on the wiki on how to do this in xEdit. The updated patch will be a whole new mod after compacting, so you'll need to let people know this. But anyone using the current version probably has a pretty buggy game if they have more than one light master or light plugin in their load order. As I said, those numbers are much too high for so few forms. There are a maximum number of form numbers that can be used so compacting is the best practice, even for light plugins. Source: https://www.creationkit.com/fallout4/index.php?title=Data_File#Light_Master
This mod overwrites 4 records (the receivers) to introduce the new keyword and adds 6 new entries starting with 800 and ending with 806 (skips 804). If skipping 804 is what you're on about, I'm afraid I can't be bothered.I've never even heard of "compacting" before and I can assure you this mod causes no bugs. I'm running it alongside 354 other plugins with no issues at all. The ONLY difference between the main mod and the "slower" mod is entry 801 (Action: Double) has an AttackDelaySec value added.
thanks for doing this, but you might want to tweak the rate of fire for the double action variant. wardaddy755's mod makes the .44 revolver's ROF 20. your's is 66, which is higher than most semi-auto receivers.
It's a quick fix using FO4Edit. add the property I have circled to the object I drew the arrow to in this photo:
I believe you're referring to the .44 receivers that Wardaddy's mod adds to the game? My patch is for the Reaper and does not alter Wardaddy's records.
No, I was referring to your patch. Setting the HasBoltAction property to False shoots a weapons rate of fire up by 60. Wardaddy compensated for this in their mod by adding an AttackDelaySec property to all the double action receivers. Your double action modification doesn't have that. I was suggesting you add it. The picture from my original post was showing you were I added the AttackDelaySec property to your patch to bring the ROF down
AH! I have compared Wardaddy's new DA omods to the vanilla omods and you are correct.
The vanilla attack delay of the .44 is 0.15 Wardaddy's DA receivers SET this value to 0.5 with one exception: The advanced DA receiver multi+adds to it, resulting in a new value of 0.18. So... which to use?
I think it comes down to a matter of taste. Some may like that they can shoot a .44 as fast as Jerry Miculek shoots a .22. Others, like yourself, may want something more realistic. I will publish an optional file with "realistic" firing rates based on your model as I see you make an excellent point. But I really can't accommodate for all tastes.
Thank you for bringing this up. In my testing I only checked to make sure the animations were functional and didn't think to try and spam the trigger.
Are you referring to the left pane in MO2 or the plugin pane on the right? Make sure all three mods are ticked enabled on both sides. The plugin side should be in the exact order you stated: REAPER.esp WD_44.esp CL Patch - REAPER.esp
it will also depend on what version of the game you are running. If you are running version .162 or 163 there shouldnt be a problem unless it's your load order. If you are running a version .138 or older version, you will need to update the file header for this mod in either the CK, or in Xedit. You will want to change the header information from 1.000000 to 0.950000
Spoiler:
Show
But it will mean that you will have to download and install Xedit.
https://www.nexusmods.com/fallout4/mods/2737/ or open the mods in the CK.
I don't use the CK, so I can only tell you how to do it in Xedit.
Before doing this, make backup copies of the esp/esm/esl files that you are going to
edit, just in case!!
After installing Xedit (also I apologize, I almost always typo this as "exit". So I'll
apologize in advance if I do, and miss it!)
it will bring up a list of ALL your installed mods. Press the CTRL key and tap the A key on
your keyboard to highlight the entire list. Uncheck ONE mod in the list, and since they are
all highlighted it will uncheck all of them. Now, single click one of the mods in the list,
to undo the highlight all. Now, put check marks next to the mods that we need to update.
Then click Okay, or Load (can't remember what the button says, atm.)
That will take a minute or two.
Once it loads all the files for the mods, you will see them listed in the left hand panel.
They will have a + sign beside their name. Click on the + to expand the list for that mod.
You will then see a file that says HEADER. Click on that, and it will open in the right
hand side panel.
You're going to want to look for the version number. If the mod hasn't been updated, it
will most likely read something close to 0.950000
You will want to right click that version number, choose edit, and type in 1.000000
I recommend using copy and paste. Especially since you will be doing this at least
3 times).
Also, a big popup is going to spring up, asking if you're sure that you want to make changes
to the file. Don't freak out, that's just Xedit doing a double check, it's perfectly
normal.
Once you have that mod edited, you will have to do the same thing with the next mod. Rinse
and repeat until all three have been updated.
When you're finished updating the headers, press and hold your CTRL key, and tap the S key.
That will have xedit save the changes to the files.
its enabled and just recently the modification option for single action or double action popped up when customizing the reaper again which is odd bc the option wasnt there this morning or last night but besides that it works fine now
vortex deployment is a bit quirky some times. I've had the issue a few times ware a mod will be installed and enabled but the mod doesn't run and the .esp file doesn't show up on the plug-ins tab. redeploying usually fixes that
Ah, this makes sense. I suspect you already had the weapon in your inventory when you installed my patch, which means the previous record of the receiver weapon mods was baked into your save. Altering the weapon forces a refresh, as does dropping it on the ground and picking it back up. (Something I learned when messing with inventory icons with DEF_UI and VIS-G)
Thanks for the mod. Can you make a version that doesn't require "ArmorKeywords.esm"? Cause this patch does not work with my game since I don't use armorkeywords and all I keep getting is an error saying I'm missing a "Master".
Thanks for the fast reply and fix. I have it working now, definitely one of my favorite revolvers for Boss fights and Raid Bosses. Thank you. @ChaoticLogic
Hi ChaoticLogic. Love the layout of your mod page, really nice, attractive, and well thought out. Thanks for sharing your mod :) [Edit] This was made assuming that the mod gun uses the vanilla revolver animations, and doesn't use custom anims. If it uses custom anims this might not work[/edit] I thought that I might recommend an alternate method to making the revolver a double action, that doesn't involve the need for additional mods (other than the original gun mod) to be required. If you take a look at the vanilla .44 weapon file, you can scroll down to where the FLAGS are listed. There, in the .44 you will see that there is a flag that reads "Bolt Action". This is the flag which makes the ,44 revolver double action. If you wanted to simplify your mod (Which I'm not recommending that it needs improvement, I'm just saying, if you want to remove other dependancies) then all you would need to do is add that flag to your override of the original gun.
Thank you for your kind words. If you're curious, the reasoning behind my decision to use WarDaddy's animations was two fold: 1. WarDaddy's animations are amazing! 2. Removing the bolt action flag was suggested on the Reaper's main forum and the response was thus: "Deselecting bolt action won't really make the gun semi-auto, it'll still fire like single-action revolver animation, just without user's thumb cocking the hammer, instead, the hammer would miraculously cock itself after shooting and it looks kinda weird."So I tried it out with WarDaddy's animations, which were specifically made for double action, and it looks great! Bonus!: Wardaddy's main mod includes 4 receivers for the default .44 so you can make that double action too!
Hi again thanks for taking the time to respond Ok, so again, I'm not trying to argue or say that there's anything about this that you need to change. I actually do need to download this, and take a look at the methods that you've used.If you haven't added the "bolt action" flag, that actually gives a benefit of not having to manually cock the hammer while scoping, and using the sights in 1st person.So there's definitely advantages to not using it Wanting to use a specific set of great animations for a really cool looking weapon is all the reason that we really need, right? Thanks again, and appreciate all the work and effort and Patience that you've given us, with sharing your work
Oy Mate, thank you for your work here. Please, dont take it personally in VigVam´s side, he has received so much hate and REALLY Dumb comments on his mods about not adding them in through LL, (An Example I did see with my own eyes) I think he is really tired of responding the same questions and sometimes from people so Entitled, it gets everyone out of his nerves. Some people should remember: The Nexus is for the people, By the people. Anyway, You did a great work, VigVam did a great work, Warpappaa did a great work, And we appreciate it, happy new year all of you.
30 comments
You can use xEdit to compact the forms so the CK won't break the masters. There are instructions on the wiki on how to do this in xEdit. The updated patch will be a whole new mod after compacting, so you'll need to let people know this. But anyone using the current version probably has a pretty buggy game if they have more than one light master or light plugin in their load order. As I said, those numbers are much too high for so few forms. There are a maximum number of form numbers that can be used so compacting is the best practice, even for light plugins.
Source: https://www.creationkit.com/fallout4/index.php?title=Data_File#Light_Master
This mod overwrites 4 records (the receivers) to introduce the new keyword and adds 6 new entries starting with 800 and ending with 806 (skips 804). If skipping 804 is what you're on about, I'm afraid I can't be bothered.I've never even heard of "compacting" before and I can assure you this mod causes no bugs. I'm running it alongside 354 other plugins with no issues at all. The ONLY difference between the main mod and the "slower" mod is entry 801 (Action: Double) has an AttackDelaySec value added.
It's a quick fix using FO4Edit. add the property I have circled to the object I drew the arrow to in this photo:
https://i.postimg.cc/fRjRmmhk/ROF-change-instructions.png
The vanilla attack delay of the .44 is 0.15
Wardaddy's DA receivers SET this value to 0.5 with one exception: The advanced DA receiver multi+adds to it, resulting in a new value of 0.18.
So... which to use?
I think it comes down to a matter of taste. Some may like that they can shoot a .44 as fast as Jerry Miculek shoots a .22. Others, like yourself, may want something more realistic. I will publish an optional file with "realistic" firing rates based on your model as I see you make an excellent point. But I really can't accommodate for all tastes.
Thank you for bringing this up. In my testing I only checked to make sure the animations were functional and didn't think to try and spam the trigger.
REAPER.esp
WD_44.esp
CL Patch - REAPER.esp
You will want to change the header information from 1.000000 to 0.950000
https://www.nexusmods.com/fallout4/mods/2737/ or open the mods in the CK.
I don't use the CK, so I can only tell you how to do it in Xedit.
Before doing this, make backup copies of the esp/esm/esl files that you are going to
edit, just in case!!
After installing Xedit (also I apologize, I almost always typo this as "exit". So I'll
apologize in advance if I do, and miss it!)
it will bring up a list of ALL your installed mods. Press the CTRL key and tap the A key on
your keyboard to highlight the entire list. Uncheck ONE mod in the list, and since they are
all highlighted it will uncheck all of them. Now, single click one of the mods in the list,
to undo the highlight all. Now, put check marks next to the mods that we need to update.
Then click Okay, or Load (can't remember what the button says, atm.)
That will take a minute or two.
Once it loads all the files for the mods, you will see them listed in the left hand panel.
They will have a + sign beside their name. Click on the + to expand the list for that mod.
You will then see a file that says HEADER. Click on that, and it will open in the right
hand side panel.
You're going to want to look for the version number. If the mod hasn't been updated, it
will most likely read something close to
0.950000
You will want to right click that version number, choose edit, and type in
1.000000
I recommend using copy and paste. Especially since you will be doing this at least3 times).
Also, a big popup is going to spring up, asking if you're sure that you want to make changes
to the file. Don't freak out, that's just Xedit doing a double check, it's perfectly
normal.
Once you have that mod edited, you will have to do the same thing with the next mod. Rinse
and repeat until all three have been updated.
When you're finished updating the headers, press and hold your CTRL key, and tap the S key.
That will have xedit save the changes to the files.
Thanks for sharing your mod :)
[Edit] This was made assuming that the mod gun uses the vanilla revolver animations, and doesn't use custom anims. If it uses custom anims this might not work[/edit]
I thought that I might recommend an alternate method to making the revolver a double action, that doesn't involve the need for additional mods (other than the original gun mod) to be required.
If you take a look at the vanilla .44 weapon file, you can scroll down to where the FLAGS are listed. There, in the .44 you will see that there is a flag that reads "Bolt Action". This is the flag which makes the ,44 revolver double action. If you wanted to simplify your mod (Which I'm not recommending that it needs improvement, I'm just saying, if you want to remove other dependancies) then all you would need to do is add that flag to your override of the original gun.
Thanks for sharing your work :)
1. WarDaddy's animations are amazing!
2. Removing the bolt action flag was suggested on the Reaper's main forum and the response was thus: "Deselecting bolt action won't really make the gun semi-auto, it'll still fire like single-action revolver animation, just without user's thumb cocking the hammer, instead, the hammer would miraculously cock itself after shooting and it looks kinda weird."So I tried it out with WarDaddy's animations, which were specifically made for double action, and it looks great!
Bonus!: Wardaddy's main mod includes 4 receivers for the default .44 so you can make that double action too!
Ok, so again, I'm not trying to argue or say that there's anything about this that you need to change. I actually do need to download this, and take a look at the methods that you've used.If you haven't added the "bolt action" flag, that actually gives a benefit of not having to manually cock the hammer while scoping, and using the sights in 1st person.So there's definitely advantages to not using it
Wanting to use a specific set of great animations for a really cool looking weapon is all the reason that we really need, right?
Thanks again, and appreciate all the work and effort and Patience that you've given us, with sharing your work
Please, dont take it personally in VigVam´s side, he has received so much hate and REALLY Dumb comments on his mods about not adding them in through LL, (An Example I did see with my own eyes) I think he is really tired of responding the same questions and sometimes from people so Entitled, it gets everyone out of his nerves.
Some people should remember: The Nexus is for the people, By the people.
Anyway, You did a great work, VigVam did a great work, Warpappaa did a great work, And we appreciate it, happy new year all of you.