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Exoclyps - DOOM

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  1. Exoclyps
    Exoclyps
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    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.
  2. PhoenixKnight13
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    You have no idea how happy it made me to find this patch just as I was rebuilding my mods for a new game lol. My favorite revolver mod ever.
  3. LilithLoves
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    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!
    1. Exoclyps
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      It's FallUI - Workbench. Recommend the whole series of FallUI mods!
    2. LilithLoves
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      Ooooh! Thank you! Will definitely look into those.
  4. Robert0909
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    Is this integrated into level lists?
    1. Exoclyps
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      Currently not, but been debating adding it to the leveled list. Suggestions on what NPCs you'd feel it fit for?
    2. Richwizard
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      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.
    3. Exoclyps
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      It would end up being an optional patch if I do it.
    4. Robert0909
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      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
    5. Exoclyps
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      There is one already placed. At the easter egg spot for the movie.
  5. LazyGhoul
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    I tried to load this new retexture after your mod but it breaks the scopes, could you provide a patch please?
    1. Exoclyps
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      I'll look into it when I get the chance, but got a lot going on right now so will take a bit before I'll be able to look at it.
    2. Exoclyps
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      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)
    3. edricl
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      how can i do what you said on vortex? help me please your personalization and the other retexture are the best mods for "that gun"
    4. Exoclyps
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      Alternative you can always delete the textures from this mod if you right-click and "Open In Filemanager". Removes the more complex stuff.
  6. psywarrior84
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    Can a patch be made for Nick's Revolver?
    1. Siukkola
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      I'm tracking this.
    2. Exoclyps
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      Mostly works out of the box, but made patch to ensure it gets updated animations and balance tweaks.
  7. lolcatjunior
    lolcatjunior
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    Can you make a version for the doombased weapon pack?
    1. Exoclyps
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      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).
    2. lolcatjunior
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      Do you plan to improve other doombased weapons?
    3. Exoclyps
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      I've been looking at the Rhino, but I think that would be about it.
      A bit paused atm on that though atm :P
    4. lolcatjunior
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      There is an Animation for the LK-05 but the files are placed wrong if you want to fix it as well as standlone Animations for the MAC-11
  8. nukesnnoodles
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    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!
    1. Exoclyps
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      Thanks for reporting.
      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!
  9. mikezorz13
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    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  
    1. Exoclyps
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      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.
    2. mikezorz13
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      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!!

      Got any plans for any other older weapon mods? 
    3. Exoclyps
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      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.
    4. mikezorz13
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      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?
    5. Exoclyps
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      Original should have FOMOD option for the sound. So just make sure not to select it.
    6. mikezorz13
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      Just checked it, the shooting sound it too low, i can barely hear it. Reloading one is fine.

      Just have the patch's sound file (never installed original mod's one) & munitions patch.
    7. Exoclyps
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      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.
    8. mikezorz13
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      Ignore the post, i am dumb, was my mistake, everything works perfect, great job
    9. Exoclyps
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      Awesome!
  10. MarrockV
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    Will this work with the DOOMBASED Weapons Merged mod?
    1. Exoclyps
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      Yes and no.

      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.
    2. Richwizard
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      I second this idea. DOOMBASED Weapons Merged is a 'must have' mod in my load order.
    3. Exoclyps
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      Now that I'm happy with the shape of the standalone patching I'll be able to look into converting for the AIO.

      Didn't wanna update two versions the same time.
    4. lvhoang
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      +1 please consider this if you have time :D
    5. Exoclyps
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      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.
    6. Richwizard
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      Thank you. We're not worthy!
  11. alexo2008
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    Would you consider adding a munitions patch for the .223 ammo added by that mod?
    1. Exoclyps
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      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

      .223 is very similar to 5.56 though.
    2. alexo2008
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      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
    3. Exoclyps
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      So added a Munitions patch for the .223 Caliber.

      Went with -15% dmg and +40AP.

      So it fills the Armor Piercing role for the .45 Caliber (Gun Nut 3) Tier.
    4. alexo2008
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      Wow you did it?! Mad lad thanks for the update!