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mc_tammer

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user826

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237 comments

  1. Toxicity86
    Toxicity86
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    Hi, I found some time ago a modders resource that might interest you: https://www.nexusmods.com/fallout3/mods/13897?tab=description
    It's a Chinese SMG that resembles a Scorpion Vz. 61. As far as I know there isn't any .32 SMG in TTW or a 10mm ( or .357 Magnum) Machine Pistol in the latest pack. .32 Caliber becomes useless in mid-late game and .32 is more or less the equivalent of a 7.65mm round the same used in Scorpions and other Warsaw-Pact weapons. Soviet secret police officers used Scorpions with silencers, so Chinese assassins could utilize this weapon as their main weapon.
    1. user826
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      Neat idea, but that isn't a modder's resource, as the author hasn't given permission to use their assets. In any case, a .32 weapon would only be useable if you have TTW, and my pack is intended to be base-game New Vegas friendly. If I made something like this, I'd have to make it either 9mm or 10mm, or create a new ammo type (which is generally frowned upon). .357 Magnum would be a poor choice for an SMG, or any kind of automatic weapon, because it's a rimmed cartridge, which would cause feeding and extraction issues in an automatic mechanism.
    2. Toxicity86
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      Ah mine mistake, looks like I'm browsing nexus a bit too much lately :) I'm aware of the rimmed cartridge thing and I understand your concerns about the implementation, but still this game has a massive problem when it comes to ammo realism. If you consider to implement it at some time I would go with the 10mm, as in Fallout 3 the Chinese guns where mostly designed to use typical military munition(10mm, 5.56mm and so on).
  2. coin3223
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    Is this safe to update midgame? This was updated 2 weeks after I installed it
    1. user826
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      Assuming you installed v3.x, yes, with no problems at all. However, if you installed v1.x or v2.x, then some of the FormIDs would have changed. You could theoretically do it, but it's not recommended.
  3. coin3223
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    Fantastic mod. Nice to find a weapon mod that works with TTW. Would be cool if the Mini Machine Pistol could have a mod that gives it an extended ammo capacity
    1. GregTheSocialOutcast
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      I think you know well enough what Vlad thinks of that.
  4. GregTheSocialOutcast
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    Great mod, the weapons mesh extremely well into the wasteland, I'd argue this is probably one of the better weapon mods out there [quantity speaking]

    Question: Are these weapons integrated into the proper perk list [example being the veterinary pistol benefiting from Specialist]

    As for general issues with the mod I noticed:
    Slim 10mm has a bug where the magazine appears under the barrel in third-person, fixed by reloading.
    Chinese Export Rifle and plenty other weapons have odd or off animations [however I know you were limited to what you had], was curious if you plan to ever improve upon them in the future.
    Burst Pulser has.. something [looks like a slide for a .22 pistol] that ejects from the handgrip on reload.
    Recon 10mm Submachine Gun, Automatic Combat Shotgun [both variants] have a sound delay when firing.

    Hopefully you see this info is useful to you. Keep on updating this awesome mod!
    1. user826
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      Yes, the weapons should all be integrated into the proper perk lists. If you find one missing, please let me know but I've done my best to make sure everything's in order.
    2. GregTheSocialOutcast
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      Good to know.. and sorry but I edited my comment to fit in a few more notes. Hope you don't mind the read .-.
    3. user826
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      • The Slimline 10mm pistol magazine bug is an engine bug caused by one of the mods (I think it's the extended magazine mod). It happens with the vanilla 10mm pistol as well. I don't know how to fix it.
      • I don't have any concrete plans to fix the weird animations, since I have to work within the limits of the base game engine. If I discover more suitable base-game animations to use, I'll update them but don't hold your breath. It is what it is. <Shrug>
      • The .22 pistol slide was intentionally added to the Burst Pulser for visual interest. You'll notice that it blows back when firing the gun as well.
      • I've never noticed any sound delay when firing, but more to the point, I haven't done anything to those guns that would affect the sound. I only use the tools provided by the base game, so they're weren't made any differently than vanilla weapons. I have no idea how to "fix" it.

    4. GregTheSocialOutcast
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      Rip. Wish I knew how to.. well do anything related to modding, if I did I'd make animations.. can't be that hard to learn, right?
  5. ThaHuntah
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    has anyone brought this up yet? i'm too lazy to sift through 200+ comments just to check so at the risk of repeating something someone else brought up, here goes. NCR vet rangers (i'm not sure if any other type of soldier has this) always seem to spawn with like 12 different guns on their person. like, i roam around forlorn hope and see some lone ranger die to a bunch of legionnaires and i check the body: the ranger has a payload rifle, a brush gun, .308 marksman rifle, chinese carbine, etc. every time i see a ranger now i use showinventory and they have the same issue: dozens of guns. is it because you use a script to add leveled list integration? any possibility of this getting fixed at all?
    1. user826
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      I used a script only to add the weapons to the master list that the NPCs choose from. I didn't change anything that would affect the number of times NPCs pick a weapon from that list. Anyone else having this issue?
  6. herozx06
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    Hey dude! I love your mod.

    I need the ammo id for the Coilgun please?
    1. user826
      user826
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      Whoops, I should add that to the description page. Anyway, it's ##00AE0F
    2. herozx06
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      thank you!
  7. killerboi115
    killerboi115
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    Every time I run the game with the TTW Capital Armaments mod, it ejects me from the game during the obsidian loading screen, what could it do?
    1. user826
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      Have you installed and enabled both the master file and the plugin? Are you sure you're running TTW?
    2. killerboi115
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      I'm not running TTW, just normal, what difference is there to the normal game?
    3. user826
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      Well, there's your problem! As the name would suggest, TTW is required to run the TTW plugin. If you are missing the TTW masters, it won't work. You don't meet the requirements to use that plugin. Stick to the vanilla New Vegas plugin.
  8. audixas
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    This is quite literally my favorite weapon mod of all time. No joke. All of the guns fit the game so well, they look great, pretty much no compatability issues. I especially love the Naval SMG (MP5 fanboy here). This will be my go-to weapon mod for New Vegas, as long as it's up.
  9. musicintrees
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    Nice pack man! Fun fact: I was thinking about how awesome a Mare's Leg would be in this game! Then poom my face, here it is! I have a suggestion, but it's only that. Would it be possible to make a dual wield attachment for it? If not, then it's still an awesome addition I didn't even expect to find!
    1. user826
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      As far as I know, the New Vegas engine does not support dual wielding.
    2. Maxime117
      Maxime117
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      XIlandro did some work on dual wielding it seems, but no update were shown since a while.
  10. Josegs96
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    Hi! Will you add someday a .50 Heavy MG, all the weapons are great, but i think it'll be great to have something to stop a lot of deathclaws on more closer distances
    Great Mod btw!
    1. user826
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      I have a .50 Payload Rifle in the game already. If you're talking about an actual .50 caliber machine gun like a Browning M2, then it's not likely, as the game doesn't really have the animations for it.
    2. Maxime117
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      Using the LMG receiver mesh and replacing the barrel with the one from the AMR, and make it shoot .50 MG would work right? :) The animations would be the same as the LMG.
    3. user826
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      That would indeed work, but he wants a Browning M2, which is a belt-fed heavy machine gun that is typically vehicle mounted and fired from a spade grip, which New Vegas lacks the animations for.
    4. Josegs96
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      sorry if i haven't explainde very well, I was thinking in a weapon carried like the heavy weapons from the game, you could use the animation of the grenade machine gun or the minigun, with the same ammo box from the minigun and the barrel of the Grenade mg or the anti-material rifle, and maybe you could use a square shaped body, like the gatling laser, anyway thanks for the mods you create
    5. Maxime117
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      Like this one? https://www.nexusmods.com/newvegas/mods/35846?tab=posts
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