MY KINGDOM FOR THIS BEING DONE TO THE JUGER PISTOLS!!! Actual dual-wielded M9FS Sword Cutlasses [swoon] ah well one can dream...
edit: [Eddie Izzard impression] ... einen minuten bitte [/impression] , rewatching the mainpage video of this weeb-modding miracle I think I might have figured out... well if not exactly how you did it, than how I might try to do the same to the aforementioned Juger Pistols...
[opens the CK and blender]
Hold on to your butts Fallout 4 Nexus. I got a feeling I might have something coming in hot soon... :D
Vortex is nosey AF, but in a 'just trying to be helpful' way.
When Vortex pokes around your mods during its deployment process and figures that a plugin does all the same things as another plugin, but isn't a replacer (doesn't have the same filename and extension to directly overwrite the first file) it will 'helpfully suggest' that the plugin which edits less of the game overall, or whatever parameters it uses, is redundant and you don't need it anymore.
This is to save a load order spot, in theory.
In practice it is a good way to bugger up your load order with missing dependencies.
Not bashing on Vortex or anything, not really. It is my go-to mod manager afterall, because it does most things right, even more right than MO2 these days [ducks the incoming hate and heavy objects], but this "feature" is not something I would put in the win column for Vortex and I only know to ignore its notices much of the time because... in a nutshell... my even just middling levels of experience with Wryebash.
Always double-check your load order with WB in modding any Bethesda GS game, not just Oblivion. It uses LOOT as a suggestion, not the gospel of the modding Gods as Vortex does, and allows more manual placement of plugins in the list without going the MO2 route of 0 built-in automation and just being like "lol figure it out yourself noob". Green and Yellow boxes are ok where they are, while Orange or Red boxes next to a plugin indicate something wrong; incorrect/extremely un-optimal position in the load order, or an outright missing dependency. When you click on an offending plugin the window next to the main plugin list in WB will have all that plugin's dependencies layed out in the exact same format, green - optimal, yellow - good to go, orange - there's something wrong here, red - broken, inactive or outright missing.
tldr version: you can ignore that. Vortex tries a little too hard sometimes to be helpful and this sounds like one of those times.
how should the load order go for this? nvm i figured it out beautifully done tbh. i downloaded a lvl list patch for the usp and was able to find some of the regular version of the gun throughout the world so thats nice for anyone who wants that.
Will you update the mod ? because for me it dosen't work. or could it be that it colides with the Tactical reload patch because the M9 model is not available for me
Ill have to look at the esp, should use the beefier .45 sounds
If not just replace the S_beretta keyword with the S_45USP keyword under WEAPONS (i forget what the actual keywords are but these are what determines what sound files the weapons use)
I don't mean to say you did this wrong, but you didn't fully complete it. You only swapped the animation keywords, to get a high quality swap you must do the nifskope method of swapping animations (https://www.youtube.com/watch?v=vP_zAybhfFE) which is a little more time consuming
The USP's Receiver Nif (model file) has a mag in it, as well as separate mag nif entirely. You'll want to replace both of these with cutlass mags while you do the model swap in the Nifskope method of swapping animations. This will get both mags to show up in the reload without anything weird going on.
I HIGHLY recommend you learn how to do this as it is very cool to be able to swap animations like this and put's you one step closer at being able to do a full on weapon mod.
I fully completed what I set out to do, swap the weapons in under 5 minutes without any painstaking process. I know what I did, and it was more than swapping animation keywords. A nifskope swap is more time consuming which is why I didnt do it.
Im good without learning it, Ill probably never be making a full weapon mod, unfortunately things like work and life give me limited time for games, Ive said it before modding is a painfully boring experience for me and isnt fun, getting to enjoy what I want in the game is that light at the end of the tunnel. If i had more time maybe, but this fix is exactly what I set out to get.
nifs are usually the textures/meshes (i forget which). What he was referencing specifically making my mod incomplete was that the chamber of the gun is slightly smaller than the m9 used in the animation, so the hand kind of floats when rechambering.
All it would take is opening the .nif in nifskope and enlarging it ever so slightly. Im sure theres a way to do it with the animation as well and just bring the hand closer in but i have no idea how to do that.
Needs more context I have no idea what youre trying to ask. Answer for your question as is: No? Those are literally 2 handed weapons, USP has a knife in the offhand.
It's a really simple fix, all you have to do is add 3 things in xedit, Object Modifications, Weapon, Zoom. This mod literally took me less than 5 min to make, the first time you make it it might take you 10, the guides just more detailed since Idk your level of modding experience so ill just be as comprehensive as possible for anyone reading this who wants to do the same:
Wep A will be WeaponYouWantToSee.esp, B will be USP.esp In vortex / mod loader make sure A is loaded before B, since it will have to be added as a masters.
Omod: Open A, Expand the Omod category: Click the top entry, hold shift, click the bottom entry (ie highlight all) -> right click -> "copy as override into" -> Copy them into B, this lets you edit mod properties without changing the original mod, here I would add [WeaponTitle] before the name of every addon so at the workbench you know what belongs with what. Youre also looking to edit numbers to better match balance on the weapon, ie capacity / dmg mults etc. Biggest thing is a lot of weapons have offsets built into omods, remove these.
Weapon: Open A, expand weapon, click the weapon // Open B, expand weapon, ctrl click (highlights both) -> right click -> compare selected (2) -> right click on the right side -> Hide empty and non conflicting rows. This lets you see exactly whats different between A/B. B will be the child ESP so you want to make sure thats where youre dragging to from A (left to right). Here are the subsections youll need to edit: Keywords, Attach Parent Slots, and Templates: ?Keywords: The two you can only have one of are s_40 and animations. ??You want to make sure if has deliverer animations, this is what lets you have the knifehand. ??s_40_weaponname - this is what determines the sound set the weapon will use when firing ?Attach Parent Slots: this ones really simple, just copy every APS from A into B ?Object Template: this ones really simple, just copy every template from A into B. Here B should have: All keywords from A+B except the incompatible ones, All APS, and All Object templates from both mods.
Zoom: This last one is optional but will very likely be necessary, the USP anims are set higher than normal since you have your arm under your gun hand when you ADS, youll need to compensate. Find a weapon with a Zoom subsection and Copy as New Record Into B. ?This is the trial and error portion, if when you load it up without zoom data and you find youre firing where you aim, then youre done! If not, youll have to edit zoom data bit by bit until its just right. (eg when I first made mine, shots would fire well below where I would be aiming) ??FOV Mult: How much 'zoom' there is, I prefer 1.1 because its minimal ??Camera offsets: Moves the weapon around the camera when you zoom defaults are 0.0 ??X: - left + right ??Y: - in + out ??Z: - up + down ?For reference I set my Z to 1.15, to compensate for the weapon being too high, I moved the weapon down.
28 comments
nvm i'm just sorta dumb
okay this mod is only working on one of my old saves for some reason so yeah. im so done with trying to get this mod to actually work
MY KINGDOM FOR THIS BEING DONE TO THE JUGER PISTOLS!!! Actual dual-wielded M9FS Sword Cutlasses [swoon] ah well one can dream...
edit: [Eddie Izzard impression] ... einen minuten bitte [/impression] , rewatching the mainpage video of this weeb-modding miracle I think I might have figured out... well if not exactly how you did it, than how I might try to do the same to the aforementioned Juger Pistols...
[opens the CK and blender]
Hold on to your butts Fallout 4 Nexus. I got a feeling I might have something coming in hot soon... :D
When Vortex pokes around your mods during its deployment process and figures that a plugin does all the same things as another plugin, but isn't a replacer (doesn't have the same filename and extension to directly overwrite the first file) it will 'helpfully suggest' that the plugin which edits less of the game overall, or whatever parameters it uses, is redundant and you don't need it anymore.
This is to save a load order spot, in theory.
In practice it is a good way to bugger up your load order with missing dependencies.
Not bashing on Vortex or anything, not really. It is my go-to mod manager afterall, because it does most things right, even more right than MO2 these days [ducks the incoming hate and heavy objects], but this "feature" is not something I would put in the win column for Vortex and I only know to ignore its notices much of the time because... in a nutshell... my even just middling levels of experience with Wryebash.
Always double-check your load order with WB in modding any Bethesda GS game, not just Oblivion. It uses LOOT as a suggestion, not the gospel of the modding Gods as Vortex does, and allows more manual placement of plugins in the list without going the MO2 route of 0 built-in automation and just being like "lol figure it out yourself noob". Green and Yellow boxes are ok where they are, while Orange or Red boxes next to a plugin indicate something wrong; incorrect/extremely un-optimal position in the load order, or an outright missing dependency. When you click on an offending plugin the window next to the main plugin list in WB will have all that plugin's dependencies layed out in the exact same format, green - optimal, yellow - good to go, orange - there's something wrong here, red - broken, inactive or outright missing.
tldr version: you can ignore that. Vortex tries a little too hard sometimes to be helpful and this sounds like one of those times.
If not just replace the S_beretta keyword with the S_45USP keyword under WEAPONS (i forget what the actual keywords are but these are what determines what sound files the weapons use)
The USP's Receiver Nif (model file) has a mag in it, as well as separate mag nif entirely. You'll want to replace both of these with cutlass mags while you do the model swap in the Nifskope method of swapping animations. This will get both mags to show up in the reload without anything weird going on.
I HIGHLY recommend you learn how to do this as it is very cool to be able to swap animations like this and put's you one step closer at being able to do a full on weapon mod.
If anyone needs some pointers just ask
Im good without learning it, Ill probably never be making a full weapon mod, unfortunately things like work and life give me limited time for games, Ive said it before modding is a painfully boring experience for me and isnt fun, getting to enjoy what I want in the game is that light at the end of the tunnel. If i had more time maybe, but this fix is exactly what I set out to get.
All it would take is opening the .nif in nifskope and enlarging it ever so slightly. Im sure theres a way to do it with the animation as well and just bring the hand closer in but i have no idea how to do that.
Answer for your question as is: No? Those are literally 2 handed weapons, USP has a knife in the offhand.
This mod literally took me less than 5 min to make, the first time you make it it might take you 10, the guides just more detailed since Idk your level of modding experience so ill just be as comprehensive as possible for anyone reading this who wants to do the same:
Wep A will be WeaponYouWantToSee.esp, B will be USP.esp
In vortex / mod loader make sure A is loaded before B, since it will have to be added as a masters.
Omod: Open A, Expand the Omod category: Click the top entry, hold shift, click the bottom entry (ie highlight all) -> right click -> "copy as override into" -> Copy them into B, this lets you edit mod properties without changing the original mod, here I would add [WeaponTitle] before the name of every addon so at the workbench you know what belongs with what. Youre also looking to edit numbers to better match balance on the weapon, ie capacity / dmg mults etc. Biggest thing is a lot of weapons have offsets built into omods, remove these.
Weapon: Open A, expand weapon, click the weapon // Open B, expand weapon, ctrl click (highlights both) -> right click -> compare selected (2) -> right click on the right side -> Hide empty and non conflicting rows. This lets you see exactly whats different between A/B.
B will be the child ESP so you want to make sure thats where youre dragging to from A (left to right). Here are the subsections youll need to edit: Keywords, Attach Parent Slots, and Templates:
?Keywords: The two you can only have one of are s_40 and animations.
??You want to make sure if has deliverer animations, this is what lets you have the knifehand.
??s_40_weaponname - this is what determines the sound set the weapon will use when firing
?Attach Parent Slots: this ones really simple, just copy every APS from A into B
?Object Template: this ones really simple, just copy every template from A into B. Here B should have: All keywords from A+B except the incompatible ones, All APS, and All Object templates from both mods.
Zoom: This last one is optional but will very likely be necessary, the USP anims are set higher than normal since you have your arm under your gun hand when you ADS, youll need to compensate. Find a weapon with a Zoom subsection and Copy as New Record Into B.
?This is the trial and error portion, if when you load it up without zoom data and you find youre firing where you aim, then youre done! If not, youll have to edit zoom data bit by bit until its just right. (eg when I first made mine, shots would fire well below where I would be aiming)
??FOV Mult: How much 'zoom' there is, I prefer 1.1 because its minimal
??Camera offsets: Moves the weapon around the camera when you zoom defaults are 0.0
??X: - left + right
??Y: - in + out
??Z: - up + down
?For reference I set my Z to 1.15, to compensate for the weapon being too high, I moved the weapon down.