I do mildly wish the laser was still slightly visible for player feed back, maybe a faint purple, and it had more attachments, longer barrel or maybe some sort of attachable mount system to put a laser beneath the barrel.
you gave it no projectile lifetime, which means the laser dissapears as soon as it left the gun.
I try to mess around with it for a bit in xEdit, i dont know if it was the correct solution but giving it 0.500 lifetime makes the projectile a bit visible and fix the issue i reported in Bug and this section.
i love the concept and the execution of this Mod. however, i have this prevalent issue where sometimes the projectile doesnt register properly in VATS.
im targeting raider in 90 plus accuracy (basically right behind their back) the Sneak Attack notification popped out but the damage is just not there.
my suspicion is that the projectile animation in VATS is just not long enough to 'stay in world' and actually hit its target. OR ..
Sneak Attack damage innate damage effect messed up with damage calculation somehow.
I downloaded this mod because I wanted a pistol that was 'unique' and not shoved into the level list... That fits into my "Nate's" Role-playing as not exactly just ex-military, but he actually went into covert operations (my Nora, will be a covert op to begin with, but left to start her family, 200 years in the future, she doesn't dust off her law degree, she gears up and becomes the agent she always was!)
I expected to LIKE this gun... but, I did NOT expect to LOVE it.
A few things I'd change if I could to fit more into that narrative...
I mean we see the bunker hatch on the map and know where it is, it'll be great if by going there, the initial terminal knows who we are, welcomes us by character name, but warns us the defense systems are disconnected from the mainframe and will see everyone as an intruder!
But... I'm making your simple (awesome) mod very convoluted...
This is an absolute gem of mod .. BUT I have a minor problem because of the close proximity to Vault 111 and Sanctuary I now have ghost images of buildings trees and plants showing up in Sanctuary that I have already scrapped or deleted and I don't know what the cause is, I disabled the mod and everything went back to normal do you have any suggestions as to how to fix this ?
Thanks for replying I will try the mod again on another computer and see if the same thing happens there, and I will let you know but whatever happens this is still an awesome mod and deserving of endorsement
EDIT: Installed new game on laptop did a cleanup at Sanctuary installed your mod and unfortunately the same thing occurred. One thing I didn't mention is I am running a downgraded version of the game but pretty sure that is not the problem because every other mod that I am using works fine. Thanks anyway for a great mod
I'm not having this issue, and I'm running a bunch of mods that tweak Sanctuary. The only problem I have is the Vault 111 elevator disappeared and I need to use console commands to get back in, and that was way before I installed this mod.
Breaking precombines (what you describe) is easy, and mods like "scrap all", "place anywhere" and EVERY "clean" mod does this.
Thanks for that info. It would seem that the Build High mod that I have always used was the culprit. I now have the problem that all of my settlements now have a fair chunk of their builds outside of the vanilla build areas is there some way of making a patch to eliminate this problem. I am unfortunately lacking the skills to do this so would appreciate any help that can be given. Thanks
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I try to mess around with it for a bit in xEdit, i dont know if it was the correct solution but giving it 0.500 lifetime makes the projectile a bit visible and fix the issue i reported in Bug and this section.
im targeting raider in 90 plus accuracy (basically right behind their back) the Sneak Attack notification popped out but the damage is just not there.
my suspicion is that the projectile animation in VATS is just not long enough to 'stay in world' and actually hit its target. OR ..
Sneak Attack damage innate damage effect messed up with damage calculation somehow.
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I downloaded this mod because I wanted a pistol that was 'unique' and not shoved into the level list... That fits into my "Nate's" Role-playing as not exactly just ex-military, but he actually went into covert operations (my Nora, will be a covert op to begin with, but left to start her family, 200 years in the future, she doesn't dust off her law degree, she gears up and becomes the agent she always was!)
I expected to LIKE this gun... but, I did NOT expect to LOVE it.
A few things I'd change if I could to fit more into that narrative...
I mean we see the bunker hatch on the map and know where it is, it'll be great if by going there, the initial terminal knows who we are, welcomes us by character name, but warns us the defense systems are disconnected from the mainframe and will see everyone as an intruder!
But... I'm making your simple (awesome) mod very convoluted...
A job well done!!!
EDIT: Installed new game on laptop did a cleanup at Sanctuary installed your mod and unfortunately the same thing occurred. One thing I didn't mention is I am running a downgraded version of the game but pretty sure that is not the problem because every other mod that I am using works fine. Thanks anyway for a great mod
Breaking precombines (what you describe) is easy, and mods like "scrap all", "place anywhere" and EVERY "clean" mod does this.
Then just delete the original BA2 while having the loose files where the BA2 used to be
Take a look at all your mods. Any mod with .ba2 files that are smaller than 1MB, unpack them.
I'm now running over 500 mods doing this since so many mod authors made TINY archives...
Since my gaming rig is a beast, I pretty much run the majority of the mods loose.