The Institute Heavy Plama Gun dosen't holster your weapon on the back when using the mod "Classic Holstered Weapons System". The others seems to work fine.
"Edit" just saw on the CHWS page. "Big guns aren’t displayed by default when holstered, they just have too much clipping. There’s an option to enable it, but use it at your risk." my bad
Hello! Trying to use the standalone, thinner mesh of the vanilla rifle. Your mod is one of the last ones in my order. Installing mid-game, with the attachment pack, as well as Laser and Plasma Weapon Power Mods and Suppressors. Not seeing any change in the visual - is it possible that second mod is preventing it from loading?
shouldnt be, just load it last, its loose files for the stand alone thinner meshes , they aint gonna be massively thinner sincewould have to do more then just edit meshes.
Unfortunately no change with this as the last mod in MO2. No obvious errors, no conflict notices - just no change from the default mesh. UFO4P, the rest of the Midnight Ride assembly...don't think there's anything else that impacts laser weapons models. ECO/NEO wouldn't cause any problems, would it? Tried your debulk mod as well, no change with that one either.
I hope you don't mind but I just published a basic patch for True Damage. I also used the header image of your mod alongside True Damage's header image.
I'm also looking into how to make the Splitter Barrel more realistic in terms of damage compared to the Combat Shogun with limited range and accuracy with similar spread and damage decrease outside of range. At the moment, it seems, there is only 1 projectile being shot despite numprojectile being set to 5.
of course, patches are always welcome, the 1 round per shot is a hard coded engine part, you can get around it with some janky scripting but I dont know how and tbh dont realy like scirpted weaps.
The actual projectile looks like it can be broken into 4 or so I forget to make it "more realistic" for split barrel but yer, one of those annoyances.
I'm having an issue with the audio. When I fire the heavy laser gun with a charging barrel, the firing sound continues even after I release the trigger.
Sure. What you want to do is start up FO4Edit and make sure to check ITO2Lite.esp. Next you'll click the little plus icon to the left of the plugin name to open a dropdown menu with multiple categories of stuff, and then do the same for the "Object Modification" category (should be towards the bottom). After you've done that, you need to find the two records "Charging Barrel" and "Improved Charging Barrel" (EditorID "mod_InstituteHeavyLaser_BarrelLaser_Charged" and "mod_InstituteHeavyLaser_BarrelLaser_ChargedB", respectively) Now if you click one of these records you'll see a big panel full of information on the right side, you need to scroll down to find a specific property (Under the "Properties (Sorted)" subsection, which is under the "DATA - Data" section). The property you're looking for ADDs the keyword "s_30_BarrelSuper". Simply double-click the field containing the unwanted keyword, and copy "s_40_LaserInstitute [KYWD:000B2BEE]" (without the quotes) into it. Then repeat that for the other record that needs changing.
You'll have to repeat this if micalov ever updates the plugin though, so I recommend creating your own patch plugin. You can do this by right clicking the two records and selecting "Copy as override into..." then checking the "<new file>.esp" template with an ESL flag (but no ESM flag) and name it whatever you want. You'll then perform the edits you would have done in ITO2Lite.esp in your new plugin (leaving ITO2Lite untouched), and make sure it loads after ITO2Lite so that it overwrites.
Once you've done all this (and activated the plugin you created) the charging barrels will now use the audio of an institute rifle.
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Amazing mod! :)
The Institute Heavy Plama Gun dosen't holster your weapon on the back when using the mod "Classic Holstered Weapons System".
The others seems to work fine.
"Edit" just saw on the CHWS page. "Big guns aren’t displayed by default when holstered, they just have too much clipping. There’s an option to enable it, but use it at your risk." my bad
Trying to use the standalone, thinner mesh of the vanilla rifle. Your mod is one of the last ones in my order. Installing mid-game, with the attachment pack, as well as Laser and Plasma Weapon Power Mods and Suppressors. Not seeing any change in the visual - is it possible that second mod is preventing it from loading?
Thanks!
UFO4P, the rest of the Midnight Ride assembly...don't think there's anything else that impacts laser weapons models. ECO/NEO wouldn't cause any problems, would it?
Tried your debulk mod as well, no change with that one either.
Really hoping this is compatible with True Damage (For Institute 2mm EC) in the future.
True Damage Patch: https://nexusmods.com/fallout4/mods/86465
Thanks again for the great work.
I'm also looking into how to make the Splitter Barrel more realistic in terms of damage compared to the Combat Shogun with limited range and accuracy with similar spread and damage decrease outside of range. At the moment, it seems, there is only 1 projectile being shot despite numprojectile being set to 5.
The actual projectile looks like it can be broken into 4 or so I forget to make it "more realistic" for split barrel but yer, one of those annoyances.
Great work nevertheless. I have updated my previous comment with the True Damage Patch link. Thank you for the permission!
I disabled it and that seems to have fixed the issue. I'll see if I can come up with a fix.
Next you'll click the little plus icon to the left of the plugin name to open a dropdown menu with multiple categories of stuff, and then do the same for the "Object Modification" category (should be towards the bottom).
After you've done that, you need to find the two records "Charging Barrel" and "Improved Charging Barrel" (EditorID "mod_InstituteHeavyLaser_BarrelLaser_Charged" and "mod_InstituteHeavyLaser_BarrelLaser_ChargedB", respectively)
Now if you click one of these records you'll see a big panel full of information on the right side, you need to scroll down to find a specific property (Under the "Properties (Sorted)" subsection, which is under the "DATA - Data" section). The property you're looking for ADDs the keyword "s_30_BarrelSuper".
Simply double-click the field containing the unwanted keyword, and copy "s_40_LaserInstitute [KYWD:000B2BEE]" (without the quotes) into it. Then repeat that for the other record that needs changing.
You'll have to repeat this if micalov ever updates the plugin though, so I recommend creating your own patch plugin. You can do this by right clicking the two records and selecting "Copy as override into..." then checking the "<new file>.esp" template with an ESL flag (but no ESM flag) and name it whatever you want. You'll then perform the edits you would have done in ITO2Lite.esp in your new plugin (leaving ITO2Lite untouched), and make sure it loads after ITO2Lite so that it overwrites.
Once you've done all this (and activated the plugin you created) the charging barrels will now use the audio of an institute rifle.