Fallout New Vegas

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jazzisparis

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jazzisparis

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  1. jazzisparis
    jazzisparis
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    Reminder:
    People also using JIP Selective-Fire - It is important that you update to version 0.8.8 (or later, if available), which was optimized to work with this mod.
  2. xXDeathMetalThrasherXx
    xXDeathMetalThrasherXx
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    Doesn't work for me. Gauge wont display ingame but does in settings to adjust position. Firing constantly does nothing.
  3. LoneDude
    LoneDude
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    Amazing mod. One more variable to balance the ranged playstyle. Always liked the way it was done in Synthetik, forcing you to switch from weapon to weapon due to overheat, even if one of the weapons is clearly better and has enough ammo. Now I can experience the same in Fallout. Being unable to continously shoot high damage, super accurate guns as I please sure changed a lot of combat situations, especially early on when I had like 1 good gun.

    Had to mess with "Attack Shots/Sec" stat on most weapons via FNVEdit to actually make them overheat in a reasonable manner though. Difficult to balance guns via MCM settings because they're too general/apply to too many weapons.

    Also, I don't know if its just me, but sometimes, when weapons overheat I can shoot them without reloading, because I guess the jam animation somehow overwrites the reloading one. Might be a kNVSE-related thing though.
  4. Sixfish11
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    do NPC firearms overheat as well?
    1. boxerbeast1
      boxerbeast1
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      this was my question as well
  5. ContactSupport455
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    Does this work with mods that introduce new weapons, ammo types, ect...
    1. dtrail
      dtrail
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      Can be found in the description. Yes.
  6. Matagubonchi
    Matagubonchi
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    i don't know why, but the options to edit the heat gauge do not appear. The MCM menu shows everything in the JIP RWO section, except for the heat gauge settings. The command list also says that the files for that are not found, but I can edit everything else. I installed the mod using vortex, and the settings for selective fire all work. Does anyone else have this problem?
    1. Drehvik
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      same problem here
    2. Nibenon76
      Nibenon76
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      @Matagubonchi & @Drehvik
      I had experienced the same problem, moreover, the Heat Gauge never appeared in my game no matter how long I shoot. Then I noticed that the mod's heatmeterHUD.xml file is not appropriately added to the HudMainMenu.xml through the default Data\uio\supported.txt file of UIO. As you can see its line 31

      jazzisparis\heatmeterhud.xml:hudmainmenu

      misses the following line

      true

      as it is supposed to be. So I've created Data\uio\public\JIP RWO.txt containing just these two lines:

      jazzisparis\heatmeterHUD.xml::HUDMainMenu
      true

      and saved it there. When I loaded the game I was finally able to see the Heat Gauge settings in JIP RWO's MCM entry (although I needed to scroll it down to see it at last) and the Heat Gauge finally started to appear in the HUD when I was "firing the holes".

      @jazzisparis
      I know that you are very busy developing JIP LN NVSE etc and most likely don't check the comments for your other mods, but it must be said that it would be nice if you add to the mod additional supplementary buttons for the positioning of the Heat Gauge in the HUD for those (like me), who play FNV using a laptop and lack the Num buttons. As for now only the arrow keys for x-y positioning are available to me. At least a supplementary button for the Heat Gauge rotation would be great. Thanks in advance!

      @everybody who is interested
      I recommend to try Thin HUD - JIP Realistic Weapon Overheating (created by aogara), which makes the Heat Gauge thinner.
    3. Nibenon76
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      Sorry, nevermind, my mistake.
    4. deleted171259413
      deleted171259413
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      So Nibenon, how I fix this issues? Would installing Thin HUD would fix it?
  7. deleted171259413
    deleted171259413
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    This and JIP Selective-Fire doesn't seem to work with TTW, the HUD doesn't even shows up.
  8. rienguen
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    Works fine like a charm without any problem. 
  9. SuperSASSrifle
    SuperSASSrifle
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    Been using this mod for a bit, and while it is incredibly well-done and accommodates for certain mod weapons, there's a few times when the mod would identify a weapon as incompatible with the function - such as the G36K from the Weapons of a New Millennia or henukelkock's MG42 mod. I've been wondering if there's a way to fix the cases when the mod cannot be applied to mod weapons like the aforementioned weapons?

    It would be fun to see what would happen if I were to just spend an entire box of ammo on the MG42, really.
  10. TheWetHarmonica
    TheWetHarmonica
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    This mod is really cool! Only thing is, I rarely use automatic weapons anyway, so I don't really see the incentive to use this mod.

    I have a suggestion which, although might not be realistic, might make things more interesting. Maybe there could be a perk which increases critical chance as your weapon overheats (or gives a damage buff, one or the other). That way, you could encourage players to push their weapons to their breaking points with a riskier style of play, or at least give them the option to use that sort of playstyle.
    1. DunceSims
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      the real life version of that would be increased fire rate
  11. zera111
    zera111
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    Gotten back into modding fonv after about 6 months of inactivity, and have managed to get a stable game so far with NVAC, NVSR, NVSE, MCM, Project nevada + extra options, yukichigai patch + all dlc, and Onetweak for fnv. I have also added some hud mods in addition to nevada (first darnified UI, then Onehud and finally UIO to tie all of them up nicely), that work fine, and finally the someguys series which provided no issues. I do however encounter some major problems when I try mods that depends upon the JIP LN NVSE plugin like selective fire, realistic weapon overheating, improved recipe menu and companion command and control. I also experience similar issues with the fps weapon wheel mod, and the dynavision 3 mod.

    The result of installing these mods is that the darnified UI font increases (which causes especially item description (mouse over info) to get cluttered, in addition to causing awkvard breaks in sentences), and a lot of text on the HUD just ends up as an assortment of white (quest text), blue (item pickup text) and red (compass or something similar under mouse) cubes. Any idea why this happens? a lot of the mods change the HUD to a degree, but on my last installment following Xuul's guide, I had no such issues with these mods. Something caused by MO2? Adding link to imgur if you want to see the bug: https://imgur.com/a/YKgvhuS

    Edit: Solved. Had forgotten to do INI Tweaks for fonts in Darnified UI.