@Amil111: Saw your message requesting the steps for fixing. I will post them here so others can see it but note this does require familiarity with how to mod and is a multi-step process.
1) Extract contents of BSA and give the weapon animation path a new path unique to the weapon. For example, with this mod I changed the folder from "...Animations\mk14" to "...Animations\mini14"
This is usually the main problem on why conflicts arise, because the weapon mod is reusing paths from another weapon used as a base. The BSA contents will overwrite each other and only allow one winner, so we need to separate the files. Then changes need to cascade through the rest of the mod (following steps)
2) These changes need to be updated in the ESP subgraphs. This is under the Race\PowerArmor[...] and Race\Human[..] records.
You need to go pretty far down the record to the "Subgraph Data" section and update the paths. This part can be quite tedious as there are a lot of Data entries that will need updating. I did this in xEdit.
3) After saving the ESP change, new AnimTextData needs to be generated. See Step4 of this article for the command you need to run: https://www.nexusmods.com/fallout4/articles/548
That will create a new AnimTextData folder. That will replace the folder from the extracted BSA (so delete the old one and move the new one into your mod).
4) Make a new BSA with the new files. This step is important as you need to overwrite the BSA in the weapon mod you are trying to fix. Otherwise that BSA's mesh animation files will continue to overwrite those from the base mod it's conflicting with.
From a quick look, part of the problem looks like that repository patch undoes my ESP subgraph edits to separate the animation of the mini-14 from the mk14. This means it's now looking for animation files that don't exist (I overwrite Mini-14's BA2 file since the animation files need to be in new folders).
A tactical reload patch adds pistol animation paths to the subgraph, so maybe the lack of mk14 animations makes it go down the list to use pistol animations (though I don't use Tactical Reload and am not sure how it works under the hood).
If you go into xEdit and redo the mk14 to mini-14 edits in the Race records / subgraph subrecords, that might fix it.
I didn't even notice it until you mentioned it. No, this doesn't fix that clipping.
From looking at it in super slow motion, it looks like the animation for it goes too far back. Fixing that is something outside of what I know. A hack fix for the mesh might be possible by shortening and thinning that part of the mesh, but then it may look weird from the side.
thank you for the fixes any way. the clipping issue really does bother me great mod beside that. sorry for letting you know hahaha once you see it. it cant be unseen.
Thanks for catching that. I uploaded a new version 1.1 without compression.
The original mod has a compressed MAIN.BA2 file so I'm curious how Ardent did it without breaking the audio.
Edit: Also just uploaded a v1.2 to improve the recoil pattern. I noticed the recoil pattern of the Mini-14 can occasionally go in a downward direction. I've modified the recoil pattern to make it consistently kick upwards.
Using Archive2; add materials/meshes/scripts and any other folders - then change compression to none - then add the sound folder and pack it up. Everything added to Archive2 after disabling compression will not be compressed.
Your update won't work because all files except audio inside a Main.ba2 must be compressed.
21 comments
https://www.nexusmods.com/fallout4/mods/61392
1) Extract contents of BSA and give the weapon animation path a new path unique to the weapon.
For example, with this mod I changed the folder from "...Animations\mk14" to "...Animations\mini14"
This is usually the main problem on why conflicts arise, because the weapon mod is reusing paths from another weapon used as a base. The BSA contents will overwrite each other and only allow one winner, so we need to separate the files. Then changes need to cascade through the rest of the mod (following steps)
2) These changes need to be updated in the ESP subgraphs.
This is under the Race\PowerArmor[...] and Race\Human[..] records.
For this mod, it was these two records:
You need to go pretty far down the record to the "Subgraph Data" section and update the paths. This part can be quite tedious as there are a lot of Data entries that will need updating. I did this in xEdit.
3) After saving the ESP change, new AnimTextData needs to be generated.
See Step4 of this article for the command you need to run: https://www.nexusmods.com/fallout4/articles/548
That will create a new AnimTextData folder. That will replace the folder from the extracted BSA (so delete the old one and move the new one into your mod).
4) Make a new BSA with the new files.
This step is important as you need to overwrite the BSA in the weapon mod you are trying to fix. Otherwise that BSA's mesh animation files will continue to overwrite those from the base mod it's conflicting with.
A tactical reload patch adds pistol animation paths to the subgraph, so maybe the lack of mk14 animations makes it go down the list to use pistol animations (though I don't use Tactical Reload and am not sure how it works under the hood).
If you go into xEdit and redo the mk14 to mini-14 edits in the Race records / subgraph subrecords, that might fix it.
From looking at it in super slow motion, it looks like the animation for it goes too far back. Fixing that is something outside of what I know. A hack fix for the mesh might be possible by shortening and thinning that part of the mesh, but then it may look weird from the side.
Nice patch though, only started using the mini yesterday and I was "great, another weapon mod with no recoil" so this mod suits me nicely.
The original mod has a compressed MAIN.BA2 file so I'm curious how Ardent did it without breaking the audio.
Edit: Also just uploaded a v1.2 to improve the recoil pattern. I noticed the recoil pattern of the Mini-14 can occasionally go in a downward direction. I've modified the recoil pattern to make it consistently kick upwards.
Everything added to Archive2 after disabling compression will not be compressed.
Your update won't work because all files except audio inside a Main.ba2 must be compressed.
v1.3 uploaded with optimized BA2.