Added Optional file if you experience conflicts with other mods which modifies Gun Runner's Exterior! You still need to download main file, and then overwrite it with the no Quest file.
ok so i hope the poster or anyone can help me. i have 3 different assault carbines in my inventory and yet none of them can be used to make the AA-12 (the carbine count in the workbench recipe is 0) do you guys know what the problem is?
Works surprisingly well with Hitman's Riot Shotgun animations. Requires AttackLoop animation to be switched for the one used by Riot Shotgun though. Loss of full-auto can be remedied by JIP Selective-Fire "Rest ye Finger" option. Great mod, shame I haven't found it earlier because of its name.
I did so through FNVEdit. I'm going to assume you have no experience with modding and explain the process in detail. Don't take it as me treating you as an idiot or something. Anyway:
Load your mod list through FNVEdit. If you don't know how to do that, there are video guides on the Internet you can find.
Find "Project Sledgehammer.esp" in the mod list on the left side of the FNVEdit interface.
Click on the "+" sign next to the name.
Click on "+" next to "Weapons".
Right-click on "WeapAA12 shotgun" and select "Copy as override into..." and choose "<new file>.esp". This will create a new "mod" that will contain a copy of the weapon. We do this to keep the original mod clean, in order to be able to revert any changes easily. It won't create a brand new weapon, it will just safely transfer your changes to the original AA-12 when you play the game, without actually messing with the original file. You can, of course, skip this step and change the weapon right away, but you won't be able to easily revert any changes you've made without messing with backup .esp files or straight up reinstalling the mod.
Navigate to the "new file.esp" you've just created, instead of Project Sledgehammer and once again find "WeapAA12Shotgun" there. Click on it.
On the right side of your screen you'll see several columns of words and numbers. At the very top of said columns you'll see names of the mods. One will be "Project Sledgehammer.esp" and another - whatever you called your mod. Naturally, you should be making changes only to the column of your mod.
Scroll down the columns and find "DNAM - DNAM" dropdown. In it, look for "Attack Animation" dropdown. Alternatively, find the "Filter by Name:" bar at the top of the UI, above the mod names and type "Attack Animation" in it.
"Attack Animation" dropdown will contain the "AttackLoop" quality. Double-click it. It will activate the dropdown element, locate "V" to the right side of the "AttackLoop" text and click on it. Out of the list it will present, select "Attack4". This will make the gun use the same "Attack" animation as Riot Shotgun.
IF your weapon behaves in a broken/strange way after you do this, mainly when you actually fire it, you can make one more change in FNVEdit.
In the same "DNAM - DNAM" dropdown, find "Flags1". It should contain the "Is Automatic" quality. Double-click it, same as "Attack Loop", it should present you with a checkbox list, if you clicked the correct one. De-select the "Is Automatic" quality in said list. If you clicked the lower "Is Automatic", it will instead display "1" in the bar. You can change said "1" to "0" by typing or deleting it. It will ALSO remove the "Is Automatic" quality. This will make your weapon SEMI-AUTO. You shouldn't REALLY have to do this, my weapon behaves fine without making said change, but IF there's a problem - it might help.
Since you only asked me how to "switch the attack animation", I'm assuming you already know how to make changes to the .json files and actually make the gun use kNVSE animations. So that should be it.
Keep in mind, even though Riot Shotgun animations work well with this mod, its not perfect:
Non-drum mag reload will look weird, cause Riot Shotgun only has drum mag reload animations.
Recoil won't look too fitting either. AA-12 doesn't kick as much as Riot Shotgun does, so it will look kinda weird that a nearly recoilless AA-12 kicks like a mule.
Just about to do another playthrough of FO:NV with new mods. I know this is late, and I'm not sure if the author still plans to update this mod, but it'll be nice if this receives new mods / attachments like a suppressor and additional optional sights.
Along with the shotgun ammunition officially provided by the base game and DLCs, I also make use of a separate ammo mod to make this AA-12 a multi-purpose weapon. Buckshot for the regular close and medium range combat, slugs for some long-range work (where the scope is useful) and HEFA and HEAP rounds to turn the shotgun into a mini grenade launcher. The latter modded shells are excellent against power armored enemies and big creatures like Deathclaws. So glad I found this AA-12 mod!
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I'm eager to see your finished version of animations, already looks promising and sick! :D
Keep in mind, even though Riot Shotgun animations work well with this mod, its not perfect:
It seems you should just spray and pray lol