The service rifle appears to be glossy. I found out that the latest version of the mod is missing "reflection_base.dds" (cubemap?), so to fix it, you have to change the path (textures\weapons\emalphi\reflection_base.dds) to whatever cubemap you might have. I have reverted it to "textures\effects\chrome_e.dds" (like in the older version of the mod - it is from EVE, iirc) and it fixed the issue for me. The weapon is amazing, love it xD
Thank you mate! To be clear for everyone with the glossy issue, you can fix by copying 'chrome_e.dds' from <EVE/Textures/Effects> then pasting it to <Service Rifle Remake/Textures/Weapons/Emalphi> and finally renaming it to 'reflection_base.dds' - this has worked for me.
Thanks, downloaded file from https://www.nexusmods.com/newvegas/mods/42666/ Renamed, and copied to the location given by Boiofthestreets, difference can be seen above, wood no longer looks like plastic.
I love this retexture very much, and I created a simple personal mod that adds a unique version of the Service Rifle. How would I go along with applying this texture to the unique service rifle I created in GECK? Any help from anyone would be appreciated, thank you.
I'm not sure if I'm understanding your question correctly; however:
Yes, this weapon will (most likely) work with JIP Select-Fire -- but not out of the box.
You'll have to go into FNVEdit (or GECK, whichever you use) and do the following:
Under "Flags1", tick the box that reads, "Is Automatic". You're not done yet, though.
Next, under "Attack Animation", you must change from "Attack3" to "AttackLoop." Still not done.
Next, go down to "Animation Attack Multiplier" and set the value to 1.0 Next line, "Fire Rate". Depending on which weapon you want this replacer to represent*, I suggest you set it to either 10.0 or 11.6667.
*This replacer can easily stand in for either the AR-10 or the AR-15. If you mean to convert it to a select-fire AR-10, you'll also want to set the ammunition type to 'AmmoList308' -- in which case, you'll want to give it a lower full-auto rate of fire both to the sake of conservation of ammunition and because, if you're running a mod to add real recoil instead of just cheap bullet spread, full-auto rocking with .308 is going to be a serious waste of bullets.
OTOH, if you're keeping it set to its default ammunition, .223, (AmmoList556mm in the game files) you're fine to pattern its full auto performance on that of the M16A1, for which a good ballpark rounds per second number is, as mentioned, 11.6667, or ~700 rounds per minute.
Which ever of those two routes you choose to go, make sure that the value for "Attack Shots/Sec." matches the value in "Fire Rate."
I actually found this mod by looking to see if anyone had used your AR-10 as the basis for a service rifle replacer.
As Krieg the Psycho would say...
"Close enough!"
TBH, this replacer isn't even for me, as the player -- I snagged this and repurposed it to be an AR-10-alike that NCR troopers would have the use of.
A note: I play on the Very Hard difficulty level, and have rebalanced all the vanilla weapons (and all mod-added weapons I download, including this one) to fit that. Since NCR troopers by default have only single-shot service rifles, what ended up happening was that you'd have an actual military getting absolutely overrun by fiends, raiders, and various gang members packing things like submachine guns because the vanilla service rifle is, candidly speaking, just an absolute garbage weapon.
At the same time, I wanted to stick to the in-game narrative that NCR troops are competent marksmen who aren't outgunned or outfought but sometimes simply outnumbered. They might have a 85-100% shot/kill ratio, but they can still get overwhelmed by sheer enemy numbers, or caught in ambushes.
The end result: Anything an NCR troops shoots at with this rifle, unless it's in medium armor or heavier, is going to die.
One last note: Your weapons are absolutely beautiful in their clean simplicity. I do hope you'll continue to make more.
Too glowy/glossy in the dark. No bullets in the mag showed. If this is retex do it a lil better. Beside of that everything's good. Waiting for the update bud!
I really, really wish I could like this. The actual model/texture work is -great- and the improvement to the sights is almost worth a download alone, but there's just a few...missing features. Like, a magazine release, a bolt catch, or a fire selector.
I'm pretty new to modding so I'm not sure if there's a simple fix, but for some reason the textures all look extremely glossy for me? I can't seem to find a fix i can actually understand when I search for it so I figured I might as well ask here!
181 comments
The weapon is amazing, love it xD
Renamed, and copied to the location given by Boiofthestreets, difference can be seen above, wood no longer looks like plastic.
Yes, this weapon will (most likely) work with JIP Select-Fire -- but not out of the box.
You'll have to go into FNVEdit (or GECK, whichever you use) and do the following:
Under "Flags1", tick the box that reads, "Is Automatic". You're not done yet, though.
Next, under "Attack Animation", you must change from "Attack3" to "AttackLoop." Still not done.
Next, go down to "Animation Attack Multiplier" and set the value to 1.0
Next line, "Fire Rate". Depending on which weapon you want this replacer to represent*, I suggest you set it to either 10.0 or 11.6667.
*This replacer can easily stand in for either the AR-10 or the AR-15. If you mean to convert it to a select-fire AR-10, you'll also want to set the ammunition type to 'AmmoList308' -- in which case, you'll want to give it a lower full-auto rate of fire both to the sake of conservation of ammunition and because, if you're running a mod to add real recoil instead of just cheap bullet spread, full-auto rocking with .308 is going to be a serious waste of bullets.
OTOH, if you're keeping it set to its default ammunition, .223, (AmmoList556mm in the game files) you're fine to pattern its full auto performance on that of the M16A1, for which a good ballpark rounds per second number is, as mentioned, 11.6667, or ~700 rounds per minute.
Which ever of those two routes you choose to go, make sure that the value for "Attack Shots/Sec." matches the value in "Fire Rate."
As Krieg the Psycho would say...
"Close enough!"
TBH, this replacer isn't even for me, as the player -- I snagged this and repurposed it to be an AR-10-alike that NCR troopers would have the use of.
A note: I play on the Very Hard difficulty level, and have rebalanced all the vanilla weapons (and all mod-added weapons I download, including this one) to fit that. Since NCR troopers by default have only single-shot service rifles, what ended up happening was that you'd have an actual military getting absolutely overrun by fiends, raiders, and various gang members packing things like submachine guns because the vanilla service rifle is, candidly speaking, just an absolute garbage weapon.
At the same time, I wanted to stick to the in-game narrative that NCR troops are competent marksmen who aren't outgunned or outfought but sometimes simply outnumbered. They might have a 85-100% shot/kill ratio, but they can still get overwhelmed by sheer enemy numbers, or caught in ambushes.
The end result: Anything an NCR troops shoots at with this rifle, unless it's in medium armor or heavier, is going to die.
One last note: Your weapons are absolutely beautiful in their clean simplicity. I do hope you'll continue to make more.