As of version 1.3.0 the pistol is now Double Action rather than Single Action.
Due to the original pistol having 0 attack delay in it, updating it directly would break the pistol. So there is now two versions of the pistol. One Single Action that can only be spawned with console, and the Double Action that you can find where you previously found the Single Action version.
If updating you'll have to go grab the weapon again, and yeah, end up with 2 copies. But better than forcing a new save to update.
Came back to Fallout after many years, trying out a bunch of cool weapon mods is what got me into modding when I was younger, and this mod for my favorite gun is AMAZING <3 Off topic, I have to ask, what mod are you using that shows the weapon mod details with the dmg, dps, etc? That looks super useful. But yeah, thanks for this mod!
Most Doombased weapons were added to leveled lists. The original of this gun was not. I think he intended it as a true unique for the game. If you create an update with leveled lists, you might consider it as a separate version. Although, keeping multiple versions updated is more of a pain. I've had to do that myself.
What if you like placed it somewhere in the world as an unique weapon? In this way you'd keep it as something unique and I wouldnt have to spawn it in with cheats
Super late, but finally got around to fixing this. Moved the Scope position adjustments from the receiver to the individual scopes instead. So should work together now. Make sure their mod win the file conflict.
If you want to maintain the glow that I added, make the custom materials I included file winner. While making their mesh winner. (Possible in Vortex, but dunno about MO2)
Already have a patch for Doombased Pack. Just load it after everything. No need to use the standalone main mod from Doombased (still need to use my main mod though).
Would love to use this mod but had to uninstall cause of a few problems. One the little red lights on the side wouldn't appear and two there's no muzzle flash. I think it's a problem with the current mod version cause I tried the older versions and both problems were fixed. Though now my character was using it like a single action, cocking an invisible hammer which doesn't happen in the newest version of this mod. So I could be wrong about it being the current mod version causing the problems but right now that's where I'm at. If anyone has any tips it would be appreciated cause otherwise this mod is great and I would love to use it!
With the 1.3.0 version out & the 2 weapons version, i have a suggestion: maybe place the original single-action somewhere like the institute advanced systems. The explanation would be that there was a previous conflict where the institute took possession of the gun & started to study it, while the owner made a new one & tried to track the institute. And if the institute was destroyed by the player.... well, it was supposed to be console commands only anyway, so nothing changed..
I know its a movie easter egg & that it doesn't really matter, but a good story could be made out of it anyway
The thing is that, the pistol isn't meant to be single action as the hammer is designed to be automatically pulled back. So the Single Action version is considered "buggy" if you ask me, and the only reason I actually kept it in was that otherwise it'd require a new save, which I didn't want to do.
For anyone getting the mod after the update they'll get the new version and the old one won't show up at all. But for anyone updating they'll have to go back and get the new version and dispose of the old.
Removing the old version could cause crashes if people have it in their inventory, and making the change to the old rather than a new entry would mean a 0 attack speed bug would happen. Hence why I went with this approach in the end, to make it safe to update mid-game.
Ah ok didn't think about the technical stuff, maybe an optional file would do the trick for new playthroughs, but f*ck it, i know i nitpick, great job!!
Well, for new saves this approach works just fine so no need for an alternative. The old weapon will lie dormant as an unused entry in the plugin, no harm there.
As for other weapons I did the Bullpup Bozar a couple of months ago, and I'm looking at potentially doing the Rhino M1 Revolver next.
But got two other mods that needs some love in-between, so might take lil before I can get to it.
Btw just to make sure about the sound instructions... using MO2, i install the main mod, delete the sound folder & then i install/merge your patch, right?
Shooting sound is included with the original mod and haven't touched that.
There is some other mod that changes the shooting sound that you could try out. I might actually have it installed myself actually, hence why the sound there never felt off.
As you could have Doombased Weapons Merged and install this and you'd not need the loose That Gun mod this requires. But you'd get two copies of the weapon in game. One added by this and one added by the other one.
Will see if I can get around to making a version that works better with the merged mod.
Added a patch for the Merged mod. Just run this patch on top of everything else. It essentially replaces the weapon in the merged pack with the updated one here.
Shouldn't be too hard. Would this be a 5th ammo choice or replacing one that already exist? As the hardest part would actually be to decide how to balance it xD
I think it would be the former. Since doom that gun covers the .44, 5.56 and .38 I believe. I would imagine it would fit somewhere before 5.56 so perhaps the .38 receiver could be replaced with the .223 round since in NV it was weaker and more inexpensive than 5.56
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Due to the original pistol having 0 attack delay in it, updating it directly would break the pistol.
So there is now two versions of the pistol.
One Single Action that can only be spawned with console, and the Double Action that you can find where you previously found the Single Action version.
If updating you'll have to go grab the weapon again, and yeah, end up with 2 copies. But better than forcing a new save to update.
If you want to maintain the glow that I added, make the custom materials I included file winner. While making their mesh winner. (Possible in Vortex, but dunno about MO2)
No need to use the standalone main mod from Doombased (still need to use my main mod though).
A bit paused atm on that though atm :P
So you mean version 1.2.2 is working fine?
Was able to confirm the two issues you mentioned. Not sure how I missed that first time around.
Edit:
Found the root of the issue. Somehow managed to mess up the Receiver Mesh along the way somehow. Restored the broken parts.
Should work as intended in 1.3.2 now.
Thanks again for reporting it!
And if the institute was destroyed by the player.... well, it was supposed to be console commands only anyway, so nothing changed..
I know its a movie easter egg & that it doesn't really matter, but a good story could be made out of it anyway
For anyone getting the mod after the update they'll get the new version and the old one won't show up at all. But for anyone updating they'll have to go back and get the new version and dispose of the old.
Removing the old version could cause crashes if people have it in their inventory, and making the change to the old rather than a new entry would mean a 0 attack speed bug would happen. Hence why I went with this approach in the end, to make it safe to update mid-game.
Got any plans for any other older weapon mods?
As for other weapons I did the Bullpup Bozar a couple of months ago, and I'm looking at potentially doing the Rhino M1 Revolver next.
But got two other mods that needs some love in-between, so might take lil before I can get to it.
Just have the patch's sound file (never installed original mod's one) & munitions patch.
There is some other mod that changes the shooting sound that you could try out. I might actually have it installed myself actually, hence why the sound there never felt off.
As you could have Doombased Weapons Merged and install this and you'd not need the loose That Gun mod this requires.
But you'd get two copies of the weapon in game. One added by this and one added by the other one.
Will see if I can get around to making a version that works better with the merged mod.
Didn't wanna update two versions the same time.
Just run this patch on top of everything else. It essentially replaces the weapon in the merged pack with the updated one here.
.223 is very similar to 5.56 though.
Went with -15% dmg and +40AP.
So it fills the Armor Piercing role for the .45 Caliber (Gun Nut 3) Tier.