And also the textures for the carbine and the cylinder of the revolver are wrong i dont get it. Ive tried changing filepath to no avail. And no conflict in FNVedit and its really just those 3 guns the black beauty and derringer are all good and same with the outfit. Also tried to install manually but didnt chamge anything. Please helpp hahah!
And there is a texture or mesh missing of the Derringer in 3rd person, the middle part is transparent/invisible. Can be seen if you tfc in the console.
OK, I had to do some interwebz searching because I had no clue what "TF2" was.
The answer to your question is, "sort of." If you look at my description, at the bottom one part reads, "The Paladin Derringer is based on the mod "COP 357" by ArmchairOdin." The COP 357 is a real world weapon. It is also the basis for The Shortstop from Team Fortress 2. The difference is that the gun in this mod fires .357 rounds like the real one. TF2 Shortstop fires small shotgun shells.
I absolutely loved this mod, it's fantastic in nearly every shape and form from the range of available guns to the theme you've put back into this game. My only suggestion would be to allow the modification of the guns if it's not too much of a hassle to program. The weapons look amazing and I love every part of them, but I'd like to be able to improve upon them with modifications in game and even be able to remove the scope from the lever action. I still absolutely love the mod and that's only my suggestion.
The advanced stats they have are because they already come with upgrades; faster, more damage, even enhanced critical chances. As indicated in the description, the "Carbine" is actually a .45-70 brush gun. Brush guns in the vanilla game don't have an option for a scope. You're getting an upgrade on that gun you can't get otherwise, and you want to take it off? In any case, taking mods off a weapon isn't built into FONV. Just load those suckers up with hand load ammo and start laying waste to the bad guys.
What if I already ran into Malcolm before this mod? how can I find him again? Great Mod by the way! I listen to Have Gun Will Travel on OTR all the time!
I figured what I need to do but I must be doing the command wrong.
I'm not going to make a fuss about spoilers regarding Malcolm, since this will be an issue unless you start a new game. Once you meet Malcolm, he starts walking toward Mojave Outpost, but he disappears before he gets very far. If you follow him outright, he will vanish right in front of you. He's gone. The console command to give yourself the gun would be as follows:
player.additem XX000ADD 1
The "XX" indicates this mod's hexadecimal position in your load order. Did you add the "1" at the end? That tells the game the quantity to give you.
Great mod! Love the weapons and outfit. My only complaint is that in using First Person, the outfit many times clips into view, especially with reloads involving revolvers. I'd love if you could fix it if possible. Many thanks!
I can't find the Paladin Carbine. I found the hollowed out rock by the grave, but it wasn't in there. Can you give me the id if possible so I can spawn it in? Again, thanks.
The mesh for the outfit is from one of the NCR Ranger outfits. The problem would lie there and my mesh editing abilities are limited. I was able to remove a radio with a shoulder strap and the original belt buckle, since they were separate parts of the mesh. The square buckle you see was underneath the other buckle. The rest is just a retex.
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As for the rifle, the FormID number is XX000DC7. I just double checked and both the rifle and ammo for it are in the inventory of the new hollowed out rock. Are you at the gravesite at Wolfhorn Ranch? There are other gravesite hollow rocks in the game. Was there any .45-70 ammo? The gun is not on a leveled loot list, it's placed directly. Therefore, it will spawn 100% of the time. The rock also has 8 rounds of .45-70 ammo, also directly placed, along with a leveled loot list for the ammo. There would be 8 rounds plus whatever amount the leveled list places.
Thanks for the info. I'll see if there is anything I can find to fix it.
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Also, I figured out the issue. Turns out a legionnaire took it because I have a mod that turns the Wolfhorn ranch into a Legion Camp lmao. Nonetheless, thanks for the id.
Those Legion BASTARDS! Well, I can fix that in an update. If I flag these containers as player owned, as well as the loose items, that will prevent anyone else in the game from using them.
awesome mod, perfect for the old western New Vegas' framework.
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I just read about the boarded building in the Nipton gas station, is it compatible with NV Interiors? It opens the same building and is a very popular mod
I don't mean to be harsh, but I put the locations in a spoiler for a reason. A lot players like to find things for themselves and only consult a spoiler as a last resort. For you players that don't want any more spoilers, just close your eyes and plug your ears and go, "LA! LA! LA! LA! LA! LA! LA! LA! LA! LA!"
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It's not a boarded up building. It's the vanilla building next door to the gas station. I clearly stated in the SPOILER that it was "the building by the gas station." Neither of these building exteriors have back doors. I opened a boarded up back door in that vanilla interior cell. I just added a small back room to the vanilla interior within the same cell. No conflicts with NV Interiors, as I'm well qualified to state. I was the one that made the NV Interiors Project Addon.
https://www.nexusmods.com/newvegas/mods/59757
Edit: I have updated the SPOILER and tried to clarify that this is in a vanilla interior. No NV Interiors Project items were harmed in the making of this mod. We now return you to your regularly scheduled mayhem.
Also edit: Thank you for updating with a spoiler. Also, thanks for the praise. I love my post apocalyptic cowboy courier.
Thanks! I've been using this stuff in my own game for a couple of years, except for the Mare's Leg. I didn't upload this to the Nexus because I was under the impression that the Derringer mod didn't allow use of it's assets. When Quicksilver500 released his Mare's Leg mod last week I wanted to incorporate it too. Out of curiosity I checked permissions on the COP 357. Either my memory is faulty or the permissions changed. ArmchairOdin has allowed use of it's assets. So now, everyone can enjoy these unique variants. If you want regular versions of the COP 357 or the Mare's Leg, you can still load the original mods.
25 comments
The answer to your question is, "sort of." If you look at my description, at the bottom one part reads, "The Paladin Derringer is based on the mod "COP 357" by ArmchairOdin." The COP 357 is a real world weapon. It is also the basis for The Shortstop from Team Fortress 2. The difference is that the gun in this mod fires .357 rounds like the real one. TF2 Shortstop fires small shotgun shells.
Great Mod by the way! I listen to Have Gun Will Travel on OTR all the time!
I figured what I need to do but I must be doing the command wrong.
player.additem XX000ADD 1
The "XX" indicates this mod's hexadecimal position in your load order. Did you add the "1" at the end? That tells the game the quantity to give you.
I don't mean to be harsh, but I put the locations in a spoiler for a reason. A lot players like to find things for themselves and only consult a spoiler as a last resort. For you players that don't want any more spoilers, just close your eyes and plug your ears and go, "LA! LA! LA! LA! LA! LA! LA! LA! LA! LA!"
https://www.nexusmods.com/newvegas/mods/59757
Edit: I have updated the SPOILER and tried to clarify that this is in a vanilla interior. No NV Interiors Project items were harmed in the making of this mod. We now return you to your regularly scheduled mayhem.
Also edit: Thank you for updating with a spoiler. Also, thanks for the praise. I love my post apocalyptic cowboy courier.