Fallout New Vegas

File information

Last updated

Original upload

Created by

cimeries1

Uploaded by

cimeries1

Virus scan

Safe to use

57 comments

  1. Orieus602
    Orieus602
    • member
    • 0 kudos
    I don't know why, but installing this mod causes some of my textures in the environment to go haywire. Things turn all black or simply fail to load textures at all. And I have done testing to see it's definitely a conflict this mod is causing. Any ideas on what this mod might be incompatible with?
    1. DonProtein
      DonProtein
      • supporter
      • 446 kudos
      Your game is simply generally unstable and has memory issues. Don't blame random mod in it.
  2. jearowhite18
    jearowhite18
    • member
    • 0 kudos
    every recipe provided here doubled and its annoying because if you craft the material needed is different position
    even if you have the material the recipe wont recognize it... anyway to prevent this?
    1. Z3r0B3at
      Z3r0B3at
      • premium
      • 0 kudos
      Hey fellow Waster, I had the same problem. I only just figured it our, go into the launcher or wherever you enable the esp files. I had both the normal and "No DLC" one enabled, turning off the "No DLC" got rid of the duplicated options for me
  3. NeatMinion
    NeatMinion
    • member
    • 0 kudos
    seems to be ttw incompatible
    1. ChewedPencil
      ChewedPencil
      • member
      • 0 kudos
      yeah im finding that is pretty odd since its a NV mod and not a Fo3 mod like it says
  4. castlefreak117
    castlefreak117
    • member
    • 0 kudos
    So is it just me, or do the jagged throwing knives give YOU bleed instead of the target? 
  5. drewie1107
    drewie1107
    • member
    • 0 kudos
    Hello. If anyone wants to make the knives added by this mod work with knvse animation plugin and hitman's knvse animation mod for throwing knives, here's how you do it (DON'T BE INTIMIDATED. THIS LITERALLY TAKES LESS THAN A MINUTE!): 

    First, get FNVEdit. Don't worry, you only need this to find the ID of the weapons added by this mod. That's it. If there's another way, let me know. If you REALLY want to avoid having to use FNVEdit like I did, I will provide the IDs in the code below. I recommend this over-produced, cheerful guide: https://www.youtube.com/watch?v=wA5IlESvtCM

    When you open FNVEdit, you should see a menu with all of your mods installed. Find this mod and double click it. On the left, you should see IDs for weapons and the names of the weapons. Voila. 

    Once you have the IDs you want to add, navigate to Fallout New Vegas/Data/meshes/AnimGroupOverride. I think you need knvse animation plugin at least installed order to see this folder. You will need the throwing knife animation mod installed, but I don't think you need it enabled. 

    Inside the AnimGroupOverride folder you should see folders for animation mods you have installed and json files that connect those folders containing your animations to the FalloutNV.esm directory containing the weapons and IDs. Feel free to open one of the json files in a code editor to take a look. The code below is the default throwing knife json from Hitman. 
    ?[
      {
        "mod": "FalloutNV.esm",
        "form": "161246",
        "folder": "Hit_ThrowingKnife"
      }
    ]

    Create a new json file in the same AnimGroupOverride folder with this code:

    [
      {
        "mod": "SkirmisherV1.esp",
        "form": [
          "3000AE1",
          "30010AE",
          "30010B0",
          "30010C6",
          "30010D6"
        ],
        "folder": "Hit_ThrowingKnife"
      }
    ]

    Name it whatever you want and you're done! 
    Extra note: Looking at this you might be thinking - Why can't I just add these IDs and the Skirmisher esp to the original throwing knife json? I don't actually know why, but you can't. I think it has something to do with differences between esp and esm files or maybe you can only reference one mod at a time??? If someone knows, please share. 

    1. drewie1107
      drewie1107
      • member
      • 0 kudos
      Also keep in mind you can do this for any new weapons that come from mods so long as they're in the same weapon class and so long as you reference the right esm/esp. For example, I didn't use mods, but I was able to get the knife deploy/holster anims to work with various throwing weapons like spears and grenades. 
    2. s1lv3rw0lf
      s1lv3rw0lf
      • member
      • 3 kudos
      Thanks for letting others like me know on how to do this. Much appreciated.
  6. drewie1107
    drewie1107
    • member
    • 0 kudos
    If you don't want weapon mesh improvement mod (WMIM) fucking with these epic animations, go to Fallout New Vegas/Data/meshes/weapons/1handgrenadethrow and delete throwingknife.nif. You can also delete throwingknifeprojectile.nif because I am told WMIM breaks both of these files, but as far as I know it's purely a visual thing. I'm not sure if throwingknifeprojectile.nif is doing anything useful or not., but I keep it.
  7. girogang
    girogang
    • member
    • 4 kudos
    I noticed some perk/trait lists weren't updated to affect the added weapons from your Skirmisher Expansion.

    I'm asking for permission to modify and upload esps that are based on the Skirmisher.esp. I want to publicly release a patch on Nexus that focuses on changing the damage values (as well as the crit rate chance/weight/etc.), add Skirmisher Expansion weapons to existing perk/trait lists like Loose Cannon/Pyromaniac/etc. and adding weapons (example: Dead Money Throwing Knife Spear and 4 weapons of my own thrown melee weapons) to the Skirmisher perk(s) list you added (it will be an additional esp file which require your esp as a master file). I will also be using your dummy effects (ex: "Greater Critical Damage").

    I would also like permission on making compatibility patches/esps with other mods (only 3: Simply Uncut - New Vegas by kvatchcount, Tales of Two Wastelands, and YUP patch by sandbox6 & Yukichigai ) that will use the Skirmisher Expansion esp as a master file (to put their added weapons on the Skirmisher perk list) and releasing them to the public on Nexus.

    Have a great day and thank you everyone who worked on the Skirmisher Expansion!
    1. Tsuusetsu
      Tsuusetsu
      • member
      • 0 kudos
      Any chance you went ahead on this? I have also noticed some strange things. Like the fact that the upgraded throwing weapons are not holdout weapons. And that feels strange. 
  8. boobtoob
    boobtoob
    • member
    • 0 kudos
    Two thumbs up
  9. girogang
    girogang
    • member
    • 4 kudos
    Also I found a bug/oversight in the recipe for Nightstalker Coagulant! The recipe uses Cazador Venom instead of Nightstalker Blood (this is already fixed in my mod).
  10. ChrisTheClue
    ChrisTheClue
    • member
    • 0 kudos
    For those with grenade hotkey (PN or otherwise), manually equip the weapon you want, then press H to set it to the hotkey. then you can cycle through your throwable s#*! as normal