No such models exist. The weapons were cloned from the standard WeapNVLightMachineGun and Weap10mmSubmachineGun. They retained the models for the weapon mods from them, which is what I think you are seeing in the Geck.
With the announcement of the Workshop monetization, I feel the need to let everybody know I will never charge ANYTHING ever, for any of my mods. In the coming weeks I will post my backlog of Skyrim/Fallout mods that have sitting on my hard drive and every single one will be free forever. All I ask is that if you see any of my mods on the workshop, you report it to me.
Yeah, It's something I've been working on while I've been looking at the remaining mods I haven't implemented yet. There really is no way to make the bayonet usable as a melee weapons unless I make the mod NVSE dependent and use some of it's functions, so the two remaining choices I've been playing around in my head is either, A: Make the bayonet the default mod on all service rifles you pick up, and keep it as a decoration. B: Keep the vanilla service rifle, and just add the bayonet version as an alternate to the leveled lists. Once I decide and finishing implementing the cut 10mm weapon mod, and the GRA Revolver mod, I'll post an update. Thanks for the feedback though, any ideas are much appreciated.
I would suggest making it as a mod, similar to the iron sights for the laser pistol, that gives no actual bonus. I think many people would agree that not every service rifle needs a bayonet only the ones you put it on.
That's what I was leaning towards too, the default service rifles will be untouched, but you will be able to find a variant version that has the bayonet already attached, so it can still use the default weapon mods.
You could make it so that it increases sneak or maybe survival by just a little. The mod would be kinda redundant. The variant would add variety, and would make the NCR troopers more unique from each other due to having different looking guns. I think a variant version would probably bring more to the table, plus I don't see how you can make it a mod since the service rifle already has the upgraded springs, forged receiver, and newly added reflex sight.
When I do get a chance, I'm going to add it as a variant to the leveled list, I just really haven't had time lately, I actually have like 3-4 other mods that have been sitting on my hard drive as well, so sometime next week or so I'll take a day and post an update as well as the other mods.
It depends, if the weapon retexture project just adds new textures and not new meshes, it will be compatible. Since the meshes are vanilla content, they point to the default texture paths, but I don't use WRP so I don't know more than that. If it does work let me know, and I add the info to the front page.
I would love it if the Service Rifle ' reflex sight functioned like reflex sights other modders made for it instead of a sniper scope. Other than that, good job and please polish.
Thanks for the response, the reason the scope is like it is because I wanted to re-implement the cut weapon mods exactly as they were, if you notice, the Service Rifle reflex sight has a unique texture, and to implement a see-through reflex sight would be contrary to the dev's plans as they were, so that's why it functions as a sniper scope.
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They retained the models for the weapon mods from them, which is what I think you are seeing in the Geck.
There really is no way to make the bayonet usable as a melee weapons unless I make the mod NVSE dependent and
use some of it's functions, so the two remaining choices I've been playing around in my head is either,
A: Make the bayonet the default mod on all service rifles you pick up, and keep it as a decoration.
B: Keep the vanilla service rifle, and just add the bayonet version as an alternate to the leveled lists.
Once I decide and finishing implementing the cut 10mm weapon mod, and the GRA Revolver mod, I'll post an update.
Thanks for the feedback though, any ideas are much appreciated.
I actually have like 3-4 other mods that have been sitting on my hard drive as well, so sometime next week or so
I'll take a day and post an update as well as the other mods.
Since the meshes are vanilla content, they point to the default texture paths, but I don't use WRP so I don't know
more than that. If it does work let me know, and I add the info to the front page.