Fallout New Vegas

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mc_tammer

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user826

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35 comments

  1. Rinshanpai
    Rinshanpai
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    Why the weapon without silencer is rotated?
  2. goh69
    goh69
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    late to party but... three questions:

    -is this mod still alive?
    -is it compatible with WME/WMX?
    -if not... any quick solutions?
  3. willsigs
    willsigs
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    Anyone else having trouble with the iron sight version of the gun? It seems that the iron sights on the unmodded version of the gun (with no scope attached) doesn't aim down sights like it should, instead zooming in on the mouse target, much like most guns in fallout 3. 
  4. sandman5
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    love this rifle, once i made it full auto
    1. MoparGuy00
      MoparGuy00
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      I'd like to ask how you did it. I've got a select fire mod that can only take Autos and make the single or burst but not the other way around.
  5. SurvivorJake
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    Really great work. Loving your minimalist modding style. Seeing the rear sight inspired me to throw together a rifle somewhat resembling the HK416.
    Image
    Final Version
  6. MinigunKiller911
    MinigunKiller911
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    It looks like SR-25, am I right?
  7. GasmaskFC
    GasmaskFC
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    The weapon is awesome but i have texture problem, Any solution?

    https://i.imgur.com/SGHcCEh.jpg

    Btw i have the same problem with the 12.7mm Assault Pistol
    1. user826
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      Are you using any kind of texture replacer? My mods all rely on the base game textures, so if they've been overwritten with custom ones, my meshes won't look right.
    2. GasmaskFC
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      Yep, Im using WRP
    3. user826
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      Ah, then that's why. WRP overhauls the base game textures and breaks any mod that uses them (which I think is bad modding etiquette, but that's not a discussion to get into here). My mods don't support WRP, because I don't use it myself, so I have no incentive to put the work into making a patch. Some of the other commenters in this thread have asked similar questions and they may have found workarounds, so I'd recommend getting in touch with them to ask.
    4. GasmaskFC
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      Aaah i see, I will try to remove some WRP textures so that your mods work, Thanks for responding
    5. user826
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      Alternatively, if you know how to export textures from a BSA archive and have a basic working knowledge of NifSkope, you can extract the base game textures from the Fallout - Textures.bsa (or it might be in Fallout - Textures2.bsa, I can't recall which) to a new folder and then use NifSkope to point the mesh to the new file paths of the textures you just extracted.
  8. trainhobo117
    trainhobo117
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    The ONE AND ONLY TRUE MARKSMAN RIFLE, acog and chambered with 5.56mm? Best for shooting pumpkins in backyard
  9. farazon123
    farazon123
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    Does this replace the marksman or add another version I would want both the 5.56 and 308 for different reasons.
    Sorry reread description and I believe it adds another option not a replacer. Ok I see in downloads I was right.
    1. user826
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      Yep, that's right, I have both options available, so you can pick whichever one you want.
  10. EnvyRoyale
    EnvyRoyale
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    Any way this could be made compatible with WRP? I thought it would be, but I got a nasty case of mismatched textures all over it when I loaded it in. Otherwise a really nice mod to make the marksman carbine interesting.

    EDIT: The more I think about it the less I feel like using WRP, if you can't figure out a patch or simply can't be bothered, no worries. I'll be uninstalling it anyway, but it may be worth looking into if someone else can't live without either of these mods.
    1. user826
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      A lot of people have been commenting on my other mods, mentioning the lack of compatibility with WRP. Unfortunately, I don't use WRP (or any other texture replacers for that matter) so I don't have the meshes that WRP uses. Apparently, it doesn't just replace the textures as the name would imply, but also uses new meshes that aren't skinned the same way as the default ones.

      My modding philosophy is to always try and maximize base-game compatibility so that the maximum number of people can use and enjoy my mods, even if they aren't mod-literate. Like, I don't want people to have to install NVSE and then WRP and then Project Nevada or whatever just to use what I make. As long as they can tick the checkbox beside the ESP in the launcher, they should be able to use my mods without having to jump through dozens of complicated hoops.

      So, while I won't be making a WRP-compatible version, I can offer two suggestions for workarounds. First, if you know how to use NifSkope, you could extract the base game textures from the BSA archive to a custom directory and then use NifSkope to point my mesh towards that new directory. Second, one commenter in my Syringer Pistol mod thread solved the issue by downloading the textures from some of Millenia's other standalone retexture packs that used the base-game meshes and only updated the textures. If he's made one for the Marksman Carbine, maybe that would work with my mesh as well.
    2. PrinceMinusA
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      Hey user826, the Weapon Retexture Project uses a different UV layout, since the vanilla ones are hard to work with since it's partially broken in some cases. It's the same mesh, just different UVs. If you wanted to make it not clash with WRP, you can probably just export the textures in an individual diffuse, normal, and metallic map. Therefore, chunks of the unused texture that are not fully used (in this case, I'm guessing there's a lot of unused textures) are no longer there. Older mash-up weapon mods used to do that, so I'm assuming it's fine. NifSkope is really easy to use, but I wouldn't make people edit the mod themselves to just get the proper textures to work.
      -PrinceMinus
    3. user826
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      Oh, I see... But seeing as how I don't use WRP, it seems like a lot of work on my part just to appease a handful of people, and which would not benefit me at all. I figure if you're using WRP in the first place, then you're probably well-versed enough in modding to perform a simple texture swap in NifSkope. My mods are released for free and designed for complete newbies who just want to plug-and-play. People who don't like that don't have to download, haha
    4. NelsonTheAverage
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      Hey user826! this mod is awesome, I love it. A suggestion would be to maybe make a DMR version with a longer barrel and handguard, I think that would be awesome. On thing though, lots of people use WRP, and it isn't hard to install. Just wanted to give some feedback!
    5. user826
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      A longer barrel is one of the things I'm considering if I decide to release an update. Elongating the handguard may cause texture stretching issues, though. As far as WRP goes, true lots of people may use it but I am not one of them. The majority of my mods are ones I made for my own personal use and I'm only sharing them so that the files are in the cloud, and if anything happens to my hard drive, I have some way to get my files back. Making my mods compatible with WRP would not benefit me at all, so I don't really feel like putting in the work.
    6. VariableEagle
      VariableEagle
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      Millennia does have a standalone Marksman Carbine retexture but it uses the updated meshes/UV maps. The extract/rename/remap fix does work and I've had to do it for a few other mods that use weapons mapping to vanilla textures.

      I love WRP and I consider it an irreplaceable mod but I strongly disagree with their choice to change the layout of vanilla textures while preserving vanilla file paths. All this does is pointlessly break every other modded weapon that uses vanilla textures. You're already changing vanilla meshes since they need new uv maps, why not change the mapping paths while you're at it?
    7. PrinceMinusA
      PrinceMinusA
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      If you ever tried to retexture a gun from F:NV, there's a high possibility that you've run into problems because of the not so good UV job they do on the model. They're not editing the mesh directly, only the UVs (with some exceptions for the revolver and such). If you've tried to use a texture used for a different UV layout on something that's not compatible, you'll most likely get artifacts and textures won't properly map to where they're supposed to go. Some of Millenia's stuff doesn't replace the UVs, but that's only some. Changing the mapping paths wouldn't work, as it's not displaying the same texture as the map is setting it to, in the most simplest wording possible. But yes, the compatibility could be better with much more work added into it.