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Undyne777

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undyne777

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15 comments

  1. undyne777
    undyne777
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    This fix has now been incorporated into the core file.

    File is now obsolete. Cheers and happy modding!
  2. fadingsignal
    fadingsignal
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    Hmm the values present in this mod aren't the same as what's in the main HK USP mod... are you sure it's obsolete?
  3. TheJokerYo
    TheJokerYo
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    How did you make this? I'd like to do fix aiming down the sights for ff7cloudstrife's M9
    1. PhoenixKnight13
      PhoenixKnight13
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      M9's aim works fine for me...
    2. AKcelsior
      AKcelsior
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      If it's anything like FO3 then you open the gun model in nifskope and adjust the coordinates until the gun aligns properly with the crosshair's center.

      It's actually a very tedious process because the only way to know for sure you are properly aligned is to boot up the game engine. Clipping is the worst and almost impossible to eliminate. If you shrink the weapon then it looks like a toy, if you lower the weapon too much it'll clip right through your hand. Lots of headaches.
    3. undyne777
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      @akkalat85 - it actually is nothing like FO3's version. There is a weapon property under the modifications section called "ZoomOffset" and you can adjust the X,Y, and Z axis positioning through this. General practice is to use this with the weapon optics/sights mods.
  4. KingOfLand3
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    Ah! I have been looking for a way to remove aim-down-sights because when you aim half your view is obstructed by gun, so I want the gun to stay down or pull away or to side like it does in third person view (same as how it did in fallout3). As you altered the aim-down-sights for this mod, I'm hoping you may be able to make a mod that "hides" the gun when in 1st person and holding zoom. Is this possible oh great one ?
  5. hittman1970
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    Just wanted to say, Thank You!
  6. Wretched89
    Wretched89
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    Well done. I was desperately trying to figure out how to zero the sights before finishing up. Now I know, guess I should get working on the last few mods and textures for the weapon. Would you mind my incorporating the fix into the main file once its finally release? You will be credited for the discovery of course.

    This opens doors to the other weapons I starting porting in as well, thank you very much. Endorsed.
    1. undyne777
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      Thanks! Feel to free to use

      Gimme a shout via PM if you need any other help with this.

      Side note. Would you be able to share how you ported weapons into FO4?

      I have several I'd love to see but don't know where to start myself.
    2. Wretched89
      Wretched89
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      I used 3ds max and Nifskope alpha to get the assets into the game. 3ds max's niftools plugin allows 3ds max 2009-2016 to export .nif files that can be read by nifskope alpha (needed to open FO4 nifs). Its simply exporting and copy/paste the models into an existing game .nif that closely matches your weapon for the animation sets.

      If you have questions on the process, feel free to PM me. The only reason mods haven't kicked off yet is due to everyone having to figure everything out on their own. A basic tutorial would send nexus into overdrive.
  7. PhillupGraves
    PhillupGraves
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    THANK YOU MUCH LOVE!!
  8. XxSnowblindxX
    XxSnowblindxX
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    This is great news, thank you! Pardon my ignorance though when i ask 'Why does it need a seperate .esp?' xD just curious...
    1. undyne777
      undyne777
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      I could have edited the original ESP, but if the author released a new version then my edits would be nullified

      Using a separate ESP to override the files lets me bypass that.
    2. XxSnowblindxX
      XxSnowblindxX
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      gottcha, that makes a lot of sense again, thanks for the fix
  9. Ronin4444
    Ronin4444
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    Well Done!! I love the weapon and now its 100% usable