Fallout New Vegas
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naugrim04

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naugrim04

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44 comments

  1. AtomicTEM
    AtomicTEM
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    This has been implemented in YUP.
    1. Reshirou
      Reshirou
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      Thank you TEM for letting people know
    2. Blackbeard17
      Blackbeard17
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      hero
    3. 507310
      507310
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      What a legend! 
    4. Rubenopal277
      Rubenopal277
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      yep
    5. kazbar37
      kazbar37
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      thanks
  2. GRUmod
    GRUmod
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    Any chance of a TTW version?

    Pretty please? :)
    1. Austintatious33
      Austintatious33
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      yes!
    2. deleted79826258
      deleted79826258
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      https://www.nexusmods.com/newvegas/mods/68248?tab=files
      Same implementation as the scripted version, includes it too, so you don't need both. Should cover all the relevant TTW weapons and uses the same reach numbers for comparable weapons. Auto axe = chainsaw, PL Axe = Fire axe, Zeta batons = police batons etc. If any of the numbers seem off let me know.
    3. GRUmod
      GRUmod
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      @IceCreamGuillotine AMAZING! Thankyou for this!!!!!

      Why not upload it to Nexus? i think a lot of people would appreciate this! :D
    4. itsbooby
      itsbooby
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      This person's account is closed so I can't thank them, but I was working on a TTW version myself and here it is!
  3. DragonFetish
    DragonFetish
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    Really nice mod, been super fun for my melee playthrough?
    My only question is, how come the straight razor and switchblade, while admittedly very short blades, are shorter than being unarmed?
    Nitpicky I know, but it is a realism mod and suppose was just curious about this since a knife would have a little bit more reach than a glove or your actual fists.
  4. micahartist
    micahartist
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    Had CTD's, after disabling the Optional version I didn't have them anymore. Haven't tested the Main version. Just gonna live without this one. More than likely a compatibility issue with what I have installed but if you're getting crashes it wouldn't hurt to double check this mod
    1. fallenangemon0
      fallenangemon0
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      Try this one instead: https://www.nexusmods.com/newvegas/mods/66187?tab=files
    2. Tlemcenli
      Tlemcenli
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      What do you mean? Does that mod also fix the reach of melee weapons independent of each other? It does have a reach multiplier, but it seems like a simple universal multiplier that doesn't fix the differences between different weapons, or does it?
    3. jedp15
      jedp15
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      No don't believe it fixes weapon reaches individually, it just uses the given stat.
    4. Bottletopman
      Bottletopman
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      That melee cleave mod uses the weapon's reach stat for its own cleave mechanics, it doesn't actually alter weapon reach.
  5. yummy2
    yummy2
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    How do I check if the tweaks are in effect? Any console command to check hidden stats?

    The reason I'm asking because I have some weapon related mods. WMX, bugfixes, etc.
    1. DonProtein
      DonProtein
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      With this, for example - https://www.nexusmods.com/newvegas/mods/65960
      But, it works with everything. Don't worry. Just make sure to make Merged Patch.
      Scripted version is compatible with everything on fly.
  6. mastahbossu
    mastahbossu
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    I made a scripted version so that I wouldn't have to create merge patches, "Melee Reach Revised", includes DLC as per Chenjesu's Ultimate Edition.

    Edit: Now uploaded as an optional file to this page, thanks naugrim04!
    1. VietnameseShameWheel
      VietnameseShameWheel
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      Looks good, only issue is that it doesn't have TribalPack.esm as a master and thus injects its own copy of the WeapPreordMachete, which will conflict with other mods that change it - the Preorder Packs have vanilla FormIDs and this tends to happen often if you clean masters in FNVEdit. I made an edited version if you want me to send it to you, or you can fix it yourself pretty easily.
    2. mastahbossu
      mastahbossu
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      Does that matter? YUP and JSawyer Ultimate doesn't have TribalPack.esm as a master either, or is there something I'm missing?

      Load it up in FNVEdit and you'll see it shares the same FormID, and YUP fixes have been forwarded.
    3. VietnameseShameWheel
      VietnameseShameWheel
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      The only issue would be that it could overwrite other mods that change the weapon, and adding Tribal Pack as a master would remove the need for the additional weapon record. If you're making a deliberate change to the weapon, you don't need TribalPack.esm as a master, but if you'd rather maintain maximum compatibility, I don't think it would hurt.
    4. mastahbossu
      mastahbossu
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      I'd rather be consistent with other popular mods, forwarding the record also means that the mod doesn't require the Tribal Pack itself.

      The mod is still scripted, so it doesn't matter if you load other mods that change the weapon after it, the script will still modify its reach.
    5. VietnameseShameWheel
      VietnameseShameWheel
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      Yeah that's understandable, would only really be an issue if you use WMX and have no idea how to make a Bashed or Merged Patch, which by itself is a recipe for a very broken game. Thanks for the update, by the way.
    6. mastahbossu
      mastahbossu
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      It wouldn't be an issue because you'd load WMX after this mod, and no you don't have to create patches because like I said earlier - it's scripted.

      All compatible: https://imgur.com/QQFUhJJ
    7. VietnameseShameWheel
      VietnameseShameWheel
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      Yes exactly, I'm just overly obsessed with my notion of "compatibility" and figured if even one person were to install this incorrectly and then complain that their machete wasn't working, it'd be a waste of your time. I was pretty unclear, and ironically, ended up being the one wasting your time instead. Sorry about that.
    8. mastahbossu
      mastahbossu
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      Ah, gotcha, yeah np heh. I guess load orders are always going to be an issue.
  7. MattyDienhoff
    MattyDienhoff
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    Good work, thanks! I'll merge this into my weapon tweaks plugin.
  8. fireundubh
    fireundubh
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    I made a version of your plugin for FNVEdit: Apply Melee Reach Fixes.pas. If you know how to apply scripts in FNVEdit, you can use that script to patch the reach data in any plugin directly, eliminating compatibility issues. The other method is to add the "Stats" bash tag to your plugin, so that Wrye Flash merges your reach fixes, and only your reach fixes, into the bashed patch.
    1. naugrim04
      naugrim04
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      Wow, thanks! I don't have a ton of experience with FNVEdit, but I may give it a try if people start requesting more patches.
    2. zarcox1988
      zarcox1988
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      I run WMX and would love to run this mod because as you said in your description, the melee reach on the weapons is a little absurd, so if you can make this patch that would be most awesome!
    3. CrashTapeit
      CrashTapeit
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      How would one go about applying this script to a large mod build including TTW?
    4. SNIPD
      SNIPD
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      Kudos for going out of your way to help out
  9. Nymphonomicon
    Nymphonomicon
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    This seems like something that should be in NVEC's bugfix plugin or MMUE. Do the reach changes affect unique weapons and ones added by DLC?
    1. naugrim04
      naugrim04
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      Uniques weapons, yes. It does not affect any of the DLCs, though.
  10. Gatekeeper45
    Gatekeeper45
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    Will there maby be a patch for WMX? I think WMX adds modifications to most of the mods listed. Great mod btw, I was trying to make a assassin type character with a silencer 10mm and a combat knife. This mod fixes the combat knife.
    1. naugrim04
      naugrim04
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      Actually WMX might be compatible. I haven't tested it yet, but since it's all about adding modifications, it may be that the mod doesn't change the base data of the weapons.
    2. fireundubh
      fireundubh
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      Melee Reach Fixed is not compatible with WMX out of the box without the Stats bash tag and a bashed patch.