I am curious though, is anyone else having an issue where this weapon becomes invisible/lowers too far with Automatically Lowered Weapons?
https://www.nexusmods.com/fallout4/mods/20093
Sadly the weapon looks invisible after it lowers after a few seconds. Tested laser rifles/plasma rifles/custom weapons and they look correctly lowered, looks narrowed down to this weapon.
Try typing this into the console: help p94 4 weap This should tell you the gun's ID. If this does not work, you likely haven't installed the mod correctly.
It is the same plug-in name as the original P94 mod "P94PlasmaRifle.esp", since it is a replacer meant to override the original.
For future reference, you can also use the "preview file contents" button in the files tab to see the names of the files for mods without having to download them.
Sounds like the odd footstep sound that my mod here fixes, see the 6th bullet from the bottom of the description.
If the bug still persists for you, check to make sure that the file "WPNRunForwardReady.hkx" is in the following folder structure: "Fallout4 / Data / meshes / Actors / _1stPerson / Animations / P94Rifle". If it is not there, you likely did not install my mod correctly and should try to reinstall it.
The only other reason I can think of it not working is that your game is not set up to read loose files. To make sure it is, follow the first section of this mod installation guide "How to Enable Fallout 4 Mods" where you simply edit or add 2 lines to your Fallout4Custom.ini file.
Nevermind, I did a fresh install of my mod and it seems the bug persists. I'll look into it later and see if I can upload the proper fix. Sorry for the run-around.
Please check also cycling capalitors. When using them and magazine it is at half capacity (more or less) it get magically "reset" to full capacity, basically gun don't need to be reloaded.
That problem is likely an animation issue, so I can't fix it myself. However, I think I'll release an "enhanced" version that, among other changes, replaces the 3-burst animation with repeatable semi-auto fire (similar to regular automatic, but relies on semi-auto animations and sounds, think Vanilla Automatic Combat Shotgun) to workaround the issues that the 3-burst animations have.
Alright, regarding the .hkx file, turns out I simply missed a folder in the folder structure. The correct folder path is "Fallout 4 / Data / meshes / Actors / Character / _1stPerson / Animations / P94Rifle". Place the WPNRunForwardReady.hkx file there and it should work for real. I'll update the mod with the proper file structure soon.
Wouldn't it be simpler to do a copy/paste automatic fire from a vanilla plasma rifle? I don't know much about modding, so it's probably not possible and thanks for sound fix.
As I've mentioned in a post below, I've tried to apply Vanilla Plasma Gun animations to the P94 by switching keywords, but the gun floats awkwardly above where it should rest in the character's hands among other issues. Since I am not an animator, I wouldn't know where to begin to make the adjustments needed. Besides, the Repeatable Semi-Auto that I mention is as easy as checking a checkbox since it's an integrated weapon setting in the game/creation kit.
Currently working on the P94 Winchester in a similar fashion as this mod (FCaB version is already done and released on my patch page), but you're welcome to suggest a few, particularly if they're energy weapons since it correlates with my FCaB patching.
oh I did not notice update on FCAB and I need to check that immediately and I do have few weapons in mind and what I think is wrong with them but I think it would be too big post here, but if you want I can DM you with that list and it would be more appropriate and you decide what you think
Any chance you can fix the automatic audio for the plasma fire sound? The Plasma rifle ingame (vanilla) has a auto hard hitting sound and a auto soft hitting one, this mod uses the soft one. A change to the hard one would be awesome!
To specify, the Vanilla Plasma Gun has only one Automatic firing sound (which to me would sound like a soft fire sound compared to the semi/sniper fire sound). The P94 uses either the Plasma Gun's semi-auto or sniper firing sound when firing in either semi-auto or burst (auto).
I believe you're asking me to make the P94 Cycling Receiver firing sound like the Plasma Gun's Automatic Barrel firing sound. I would need to test it, but I don't think this would work as the auto sound is a repeating sound file and may not be compatible with the burst fire animation. (the fire sound would never stop playing once you pull the trigger is my initial theory.)
Ah i see, well thanks for the insight! Its sad to hear it because the automatic sound sounds like heavy hits , very intimidating, the one we have on the p94 sounds to soft. Any chance you could make the cycling a automatic one? Thanks anyways friend! Endorsed and voted. 10/10 work!
Great mod, i don't suppose you'd consider making a pistol grip modification for the gun? And maybe a shorter barrel? I'd love to be able to modify It into a plasma defender.
I'm afraid not. While it's possible to create such meshes with a little nifskope work or more, I personally think the weapon is too bulky to realistically wield with one hand and should remain a dedicated two-handed rifle. (this opinion extends to the vanilla plasma gun as well). Plus it would need new one-handed animations, which is out of my league. (Unless you don't mind using current two-handed animations while still benefiting from Gunslinger perk)
What I can suggest is using this Glock 86 Plasma Pistol mod (aka the Plasma Defender), especially with my FCaB patch that also balance and fixes the weapon up.
41 comments
I am curious though, is anyone else having an issue where this weapon becomes invisible/lowers too far with Automatically Lowered Weapons?
https://www.nexusmods.com/fallout4/mods/20093
Sadly the weapon looks invisible after it lowers after a few seconds. Tested laser rifles/plasma rifles/custom weapons and they look correctly lowered, looks narrowed down to this weapon.
help p94 4 weap
This should tell you the gun's ID.If this does not work, you likely haven't installed the mod correctly.
For future reference, you can also use the "preview file contents" button in the files tab to see the names of the files for mods without having to download them.
If the bug still persists for you, check to make sure that the file "WPNRunForwardReady.hkx" is in the following folder structure: "Fallout4 / Data / meshes / Actors / _1stPerson / Animations / P94Rifle". If it is not there, you likely did not install my mod correctly and should try to reinstall it.
The only other reason I can think of it not working is that your game is not set up to read loose files. To make sure it is, follow the first section of this mod installation guide "How to Enable Fallout 4 Mods" where you simply edit or add 2 lines to your Fallout4Custom.ini file.
Nevermind, I did a fresh install of my mod and it seems the bug persists. I'll look into it later and see if I can upload the proper fix. Sorry for the run-around.
I believe you're asking me to make the P94 Cycling Receiver firing sound like the Plasma Gun's Automatic Barrel firing sound. I would need to test it, but I don't think this would work as the auto sound is a repeating sound file and may not be compatible with the burst fire animation. (the fire sound would never stop playing once you pull the trigger is my initial theory.)
What I can suggest is using this Glock 86 Plasma Pistol mod (aka the Plasma Defender), especially with my FCaB patch that also balance and fixes the weapon up.