Update 2.0 completely retextures the gun and gives it a new scope model, a new cube map, and a new icon. It also changes the animation type to the 9mm pistol animations, buffs the firerate, and nerfs the damage. In my opinion it looks and feels miles better than it used to.
Can't seem to get Hitman's animations to work, tried his season 1 animations and 1st person weapon animation overhaul. Any idea what I might be doing wrong?
Thank you so much for this, Was wanting to see if i could help with this and you graced me with it good sir, Never to late to help someone out ;) Thanks!
Hey everyone! So this is by far my favourite sidearm for FNV but I had an issue where the Ironsights weren't lined up properly when aiming. The irons were maybe an inch or so low compared to where the reticle was. I reported the bug, but I'm not sure if Tactaghoul will see it or if they've moved on to other stuff. So I just thought I'd drop my fix here.
You'll need nifskope to make the changes. Basically open up the automag.nif files (there were 4 that I changed, the automag.nif, automag2D.nif, automagbrake.nif, and the automagbrake2D.nif) in nifskope, and along the left side there's a bunch of blocks you can select. Select "68 NiNode" and below you should have a bunch of settings under the name "##SightingNode[18]". Look for the "Translation" values, should have x=-26.17..., y=7.5, z=0.18. The y value changes the elevation when aiming down sights. I found that changing it to ~7.2 worked perfectly for my game.
This is my fav of all time, not only as a pistol but as a gun. Everything on it its perfect, If I had to choose one weapon mod for Fallout I wouldn't have second thoughts.
Hey man the guns looked great in the video can tell you put a ton of work. Im having an issue though I can see all the guns have custom animations in the videos but in my game im getting nothing but vanilla
This is one of the coolest pistol mods in nexus meshes and textures and sound are very good but the problem is animaitons The pistol's attack animation is Revolver animation (Attackleft) and it breaks the third person animations so if anyone wants to fire the gun with normal pistol animations change the AttackLeft to AttackRight from FNVEdit
I'm currently working on two new mods: a Webley-Fosbery Automatic Revolver and a MAS-38. The MAS will probably be for Fallout 4, and the Webley might be for FNV or F4. It depends on how difficult it will be to make new animations for the Webley. I will probably release a pack of all my weapons once I make at least 10-15 for FNV.
40 comments
{
"mod": "Automag.esp",
"form": ["0ADE"],
"folder": "Hit_45AutoPistol"
},
{
"mod": "Automag.esp",
"form": ["0ADE"],
"folder": "Hit_45AutoPistolLastShot",
"condition": "GetCurrentAmmoRounds == 1"
}
You'll need nifskope to make the changes. Basically open up the automag.nif files (there were 4 that I changed, the automag.nif, automag2D.nif, automagbrake.nif, and the automagbrake2D.nif) in nifskope, and along the left side there's a bunch of blocks you can select. Select "68 NiNode" and below you should have a bunch of settings under the name "##SightingNode[18]". Look for the "Translation" values, should have x=-26.17..., y=7.5, z=0.18. The y value changes the elevation when aiming down sights. I found that changing it to ~7.2 worked perfectly for my game.
Hope this helps!