Hey, just a FYI to the mod author and everyone else: The bManualReload Stewie tweak mentioned in the description has been moved to a separate mod by Stewie, it can be found here:
Based on previous report I have a feeling that out of ammo animation bug now is integrated into Stewie's Tweaks by default, you should test it by taking simple automatic weapon like Assault Carbine, dropping all it's ammo besides just a few bullets and then shooting it until it's empty without releasing the trigger, if it won't be stuck in firing animation with 0 ammo then it's all right.
Prevent firing when empty is no longer in the ini, did they fix it? I have the other ones set to 1 but I want to make sure. I'm using latest version of Siewies.
IIRC it was there for a long time, but wasn't completely fixing it, are you sure now it's 100% fixed? And you can fix firing animation with 0 ammo bug with Stewie's Tweaks by enabling manual reload and some other option.
Yeah I've just tested it again with Flamer, Ripper, Minigun and Gatling Laser and everything works correctly. It's actually the same fix as before but improved (thanks to Kormakur!) in the 6.70 version. I've made a small vid to showcase the fix : https://youtu.be/yZMsqoWpVB0
Great news, I've edited the description to make people use Stewie's Tweaks instead. Thanks for reporting this, I've been away from FNV modding for some time and was planning to update this mod with slightly improved code when I get back but now it's one less thing on the list, very nice.
I'm having some trouble with this mod. I installed it and NVSE and JP LIN. I have NVSE ver 6.2 and made sure it was enabled thru FalloutNVLauncher.exe and Fallout mod manager, and launched New Vegas through nvse_loader.exe still audio and bugs are present. Any advice or suggestions to fix? Also didn't get game start warning that lets you choose limited or compatibility mode, don't know if this is something that should be happening or a feature that was removed.
Edit: FYI(anyone) I do have New Vegas Stutter remover installed and active through NVSE loader.exe but thats the only mod i've installed besides the ones listed above
Final edit: Nvm was a total moron and didn't actually put JP LIN into NVSE Plugins. Mod works like a charm, cheers
You should see it only one time. If you're seeing it every time you launch the game, something not letting the mod to write it's ini, and consequently it will not work correctly, so you should look into this problem.
I'm having this problem as well but it seems the fix is still working, both for automatic rifles and miniguns. If the cause for having the warning pop up every time we start the game is because of the ini not getting written, could we just have a default one as an optional file in the downloads?
Most of my mods use a single ini file to store it's settings in to keep it clean and neat so doing so would render it incompatible with my other mods. You must resolve this problem on your end, try running the game/mod manager as an administrator so it can create the necessary file, this may help. It would be cool if you report back about your findings.
Hey I don't know if it's relevant at all to the Mk99Tr or BlueFade227's issue but I had the same problem where the opening message wasn't going away. Turns out I had put this fix into a merged patch and forgotten about it. Removing it from the merge solved my problem, and I don't get the opening pop-up anymore.
Heads up y'all, there's an option in Stewie's tweaks: [No Firing Delay] ; ignores the need for heavy weapons to spin up before firing bIncludeHeavyWeapons = 0 that reintroduces the "fire once then wind up and fire" bug if it's set to 1. Make sure it's set to 0.
So just add a weapon to the hzAWFixDELAY form list to fix the "stuck in firing animation w/ empty magazine"? That doesn't work for me as I'm trying to fix the error on ak47 from WoftNM.
This should be fixed with any automatic weapon w/o the need to add it to any lists. Maybe you're running the limited mode w/o manual reload enabled in Stewie's tweaks?
Oh and that limited mode too, so when I just got in the game, there is a pop-up menu for like 5sec and then disappear, I couldn't do anything lol. EDIT: Nevermind, I got it working anyway. Thank!
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https://www.nexusmods.com/newvegas/mods/65853?tab=files
lStewieAl's Tweaks just been updated, and a fix for weapons being silent when tap firing has been included!
But I don't think this fix is completely outdated now since the fix for weapons continuing to play firing animation when out of ammo is still useful.
And you can fix firing animation with 0 ammo bug with Stewie's Tweaks by enabling manual reload and some other option.
It's actually the same fix as before but improved (thanks to Kormakur!) in the 6.70 version.
I've made a small vid to showcase the fix : https://youtu.be/yZMsqoWpVB0
Thanks for reporting this, I've been away from FNV modding for some time and was planning to update this mod with slightly improved code when I get back but now it's one less thing on the list, very nice.
Also didn't get game start warning that lets you choose limited or compatibility mode, don't know if this is something that should be happening or a feature that was removed.
Edit: FYI(anyone) I do have New Vegas Stutter remover installed and active through NVSE loader.exe but thats the only mod i've installed besides the ones listed above
Final edit: Nvm was a total moron and didn't actually put JP LIN into NVSE Plugins. Mod works like a charm, cheers
If you're seeing it every time you launch the game, something not letting the mod to write it's ini, and consequently it will not work correctly, so you should look into this problem.
You must resolve this problem on your end, try running the game/mod manager as an administrator so it can create the necessary file, this may help.
It would be cool if you report back about your findings.
edit I fixed it by just using minigun long wind up mod I'm using ttw soo yeah I'm still confused lol why the other mod broke the minigun
[No Firing Delay]
; ignores the need for heavy weapons to spin up before firing
bIncludeHeavyWeapons = 0
that reintroduces the "fire once then wind up and fire" bug if it's set to 1. Make sure it's set to 0.
EDIT: Nevermind, I got it working anyway. Thank!