The "AGSU Custom Shop" is a scripted installer for Nexus Mod Manager (NMM) and Fallout Mod Manager (FOMM) that enables the selection of an alternate appearance for several dozen different weapons. It is appropriate for both AGSU v3.22 and v3.23+. Note that in most cases there are requirements for one or more DLCs and/or Packs in order for a selection to be valid. A warning message will be shown if required files have not been installed; in which case do *not* install that item.
For a completely "manual install", download and unpack the Custom Shop's .zip file. Then follow the provided instructions for using standard Windows file copying to install the desired feature files. There are Instructions.txt and ReadMe.txt documents in the top-level "AGSU Custom Shop" folder to get you started, with additional instructions in each subfolder.
If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
If using Mod Organizer (MO or MO2), you might need to use its "manual" install mechanism to select individual feature files - the automated scripting works with NMM and FOMM and Vortex, but maybe not MO and MO2. Be sure to double-check the requirements for each desired feature.
There is a Compatibility Patch installer for EVE / IMPACT / WME / WMX. The ARTICLES tab above has links to installation requirements & restrictions for WMX and WME.
SPECIAL NOTE: be sure to create or update a "Merged Patch" when installing this mod and whenever installing or updating other mods. Here is a link to instructions when using FNVEdit for that task.
Getting a CTD when I enter the second floor of the Bison Steve. Managed to narrow it down to this mod. Not sure what to do other than just not use the mod, though. Is there any way I can fix it?
Review the descriptions of your other mods to see if any of them make changes to Bison Steve's in some way ...
Are you currently using such a mod ???
This mod gives an NPC named Davis a special weapon, and he is on the second floor. So perhaps there is a conflict between this mod and something else you installed, and that conflict is causing a crash.
A possible workaround is to temporarilly disable/uninstall this mod before visiting the second floor (or entering Bison Steve's), then enable/reinstall after leaving Bison Steve's.
One other possibility is that the game is exhausting its "application memory" as it tries to load the new data for the second floor while unloading current data that is no longer needed. This is less likely the cause of the crash for your current problem, but it is still a possibility.
To help resolve crashes when entering and leaving locations, and when fast traveling to somewhere, you can use the 4GB Patcher to run the game: https://www.nexusmods.com/newvegas/mods/62552
Appreciate the response, sorry for the late reply. Eventually just deactivated the mod cause I couldn't figure out exactly what Davis was conflicting with after spending almost an entire day in xEdit. Only thing I could think of was New Bison Steve but I couldn't find anything concrete. I did have 4GB installed, though. Starting another playthru with this and if I have issues I'll just use that workaround.
Yes. But to make that happen you must create a "merged patch" so that they are integrated into the game's Shotgun Surgeon weapons list (FormID List ShotgunSurgeonWeaponsList). See the "sticky" post above (SPECIAL NOTE) for a link to instructions.
Go to the far end of the hallway. Chests right at the end there. Also chests just inside the final lefthand and righthand doors at the end of that hallway. None in the other bathrooms.
Pretty much like it says on the description page: "Go out the door, take a right, and head to the end of the hall to find 'em.'"
I tested it and found them to be there. Which means you probably have a conflicting mod installed that also edits that base-game location, with that mod's .esp file positioned below AGSU's in your load order sequence, and thereby overwrites AGSU's edits.
I also vouch for that. This must be an issue on your part theres absolutely not any bug other than what the author mentions in his description. The issue is maybe casue by a conflict you have or some other factor
In case anyone wants to use the guns with the new kNVSE animation packs, here is a guide. 1: Go into the game or FNVEdit, whichever is easiest, and find the FormID. This is the ID that you enter to spawn the weapon as a console command. Copy it somewhere, then take off the first two characters. 2: Go into your Data/Meshes/AnimGroupOverride folder in MO2 or whatever else you use. For this example, from here on out, we'll use adding Capitan to Hitman's 9mm pistol animation pack as an example 3: Open the Hit_9mmPistol.json in Notepad, and copy yourself a new entry in the same style as the ones that are already in there 4: Copy the FormID you found in step one into the FormID section in the middle 5: Copy the plugin that the weapon is from in the top, in this case AG Supplementary Uniques-AllInOne.esp When you're done, your full list should look like this (only added Capitan, rest is what comes with Hitman's animation set by default) [{ "mod": "FalloutNV.esm", "form": "E3778", "folder": "Hit_9mmPistol" }, { "mod": "FalloutNV.esm", "form": "E7655", "folder": "Hit_9mmPistol" }, { "mod": "AG Supplementary Uniques-AllInOne.esp", "form": "045755", "folder": "Hit_9mmPistol" }, { "mod": "AutoServiceRifle.esp", "form": "802", "folder": "Hit_9mmPistolBurst" } ] Capitan is the third group in case you want to copy it exactly. If you want to use a different pack than Hitman's, just find the corresponding .json file for that animation pack, and change Hit_9mmPistol to whatever your other pack's name is in the AnimGroupOverride. You can repeat this for every one of the weapons you want. Personally, I would not want to add absolutely everything, since the more advanced animations in most packs lead to some clipping that goes between severe and barely noticeable, but your call.
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For a completely "manual install", download and unpack the Custom Shop's .zip file. Then follow the provided instructions for using standard Windows file copying to install the desired feature files. There are Instructions.txt and ReadMe.txt documents in the top-level "AGSU Custom Shop" folder to get you started, with additional instructions in each subfolder.
If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
If using Mod Organizer (MO or MO2), you might need to use its "manual" install mechanism to select individual feature files - the automated scripting works with NMM and FOMM and Vortex, but maybe not MO and MO2. Be sure to double-check the requirements for each desired feature.
There is a Compatibility Patch installer for EVE / IMPACT / WME / WMX. The ARTICLES tab above has links to installation requirements & restrictions for WMX and WME.
SPECIAL NOTE: be sure to create or update a "Merged Patch" when installing this mod and whenever installing or updating other mods. Here is a link to instructions when using FNVEdit for that task.
Are you currently using such a mod ???
This mod gives an NPC named Davis a special weapon, and he is on the second floor. So perhaps there is a conflict between this mod and something else you installed, and that conflict is causing a crash.
A possible workaround is to temporarilly disable/uninstall this mod before visiting the second floor (or entering Bison Steve's), then enable/reinstall after leaving Bison Steve's.
To help resolve crashes when entering and leaving locations, and when fast traveling to somewhere, you can use the 4GB Patcher to run the game: https://www.nexusmods.com/newvegas/mods/62552
like the double barrels and lever actions?
Go to the far end of the hallway. Chests right at the end there. Also chests just inside the final lefthand and righthand doors at the end of that hallway. None in the other bathrooms.
Pretty much like it says on the description page: "Go out the door, take a right, and head to the end of the hall to find 'em.'"
1: Go into the game or FNVEdit, whichever is easiest, and find the FormID. This is the ID that you enter to spawn the weapon as a console command. Copy it somewhere, then take off the first two characters.
2: Go into your Data/Meshes/AnimGroupOverride folder in MO2 or whatever else you use. For this example, from here on out, we'll use adding Capitan to Hitman's 9mm pistol animation pack as an example
3: Open the Hit_9mmPistol.json in Notepad, and copy yourself a new entry in the same style as the ones that are already in there
4: Copy the FormID you found in step one into the FormID section in the middle
5: Copy the plugin that the weapon is from in the top, in this case AG Supplementary Uniques-AllInOne.esp
When you're done, your full list should look like this (only added Capitan, rest is what comes with Hitman's animation set by default)
[{
"mod": "FalloutNV.esm",
"form": "E3778",
"folder": "Hit_9mmPistol"
},
{
"mod": "FalloutNV.esm",
"form": "E7655",
"folder": "Hit_9mmPistol"
},
{
"mod": "AG Supplementary Uniques-AllInOne.esp",
"form": "045755",
"folder": "Hit_9mmPistol"
},
{
"mod": "AutoServiceRifle.esp",
"form": "802",
"folder": "Hit_9mmPistolBurst"
}
]
Capitan is the third group in case you want to copy it exactly.
If you want to use a different pack than Hitman's, just find the corresponding .json file for that animation pack, and change Hit_9mmPistol to whatever your other pack's name is in the AnimGroupOverride.
You can repeat this for every one of the weapons you want. Personally, I would not want to add absolutely everything, since the more advanced animations in most packs lead to some clipping that goes between severe and barely noticeable, but your call.
l have the list, but it is terribly outdated, would love to get that.