The old manual patches are no longer supported, you're now required to use Sniff: https://www.nexusmods.com/newvegas/mods/67829 to patch this mod for your individual load order, with this you can patch it for every mod you have automatically and near instantly.
Let me know if you have an questions here or in the video comments.
Not even set up for YUP and WMIM? I've gotta choose between actual recoil animations and iron sights that are actually useful? Why not build this on the assumption that people are using those, considering they literally should be in the base game at this point?
It's *especially* weird to drop WMIM compatibility, it hasn't been updated since 2018, didn't you already make a version of the mod that used it's fixes? Why would you just get rid of it rather than making it a hard requirement?
This is kind of beyond the scope of this mod, but would you be able to add a controller to the 2handautomatic equip and unequip anims so that it can work with a niviscontroller on the 12.7mm smg's laser sight? I'm trying to make it so that the laser beam turns off/on when you holster/draw it.
Or if it's possible to add the controller in nifskope how difficult would it be?
Never mind, was able to add some nodes to the weapon meshes themselves to get the laser sights to turn on and off
Is it possible to reduce the amount of camera kick on the 32 pistol? From the video alone it looks like it has more camera recoil than even the 44 revolver
Oh ok thanks, also with the sniff tutorial I'm kind of lost - is the input directory meant to be the files from this mod, or the files from an external mod that I want to mash together with this mod?
wait never mind I just realised that all it does is add ##ISControl to the ##SightingNode node for the animations to pick up lol
sorry for noobing, but the new sniff requirement means that other weapon mods with animations (WRP, From Heaven...) can overwrite the Iron Sight RA animations? or does this mod still needs to be on top? Tanx!
I dont mean to be rude but the video doesnt really explain anything. MO2 has everything stored in the mod folder so I cant go straight into the data folder that fallout new vegas is installed. I am new to this. If you could explain further that would be appreciated. Also, thanks for responding.
You can run SNIF from MO2 and choose the meshes directory of weapon mods you want to patch. Then output to a new folder (name it modname + snif patched) with the same folder hierarchy (e.g. modname_snifpatched/meshes). Otherwise you can also override your mod's files by choosing the same output directory as input directory, a bit less dynamic I suppose but whatever you prefer. The rest of the settings is equivalent to the video tutorial.
Thank you for your response. Also another question, I am also using the weapon mesh improvement mod. Should I use that mod and override the changes which i see no point in doing or have the niff meshes override the WMIM? Thanks again!
Been liking this mod for a while, I am really happy to hear about Sniff and getting to patch up modded weapons to have recoil animations. Thank you from your hard work, hitman!
Should TTW users keep using the 1.2 version of this mod? The patching process is extremely simple thanks to Sniff, however TTW users will need to manually extract all necessary nifs from TTW's .bsa files if they use the latest version of this mod.
My weapon packs I use are mostly I got from Modpiracy on the good folks at reddit., i just need these weapons bcoz they are good additions for other weapon mods.
Let me get this straight, you admit to getting mods from a subreddit dedicated to defying modders wishes and spitting in their face, in the same breath as asking for assistance from a modder?
Woah man, slow down. What I mean is I'm just trying to know if I can patch all these, without your help. Just trying to know more about modding okay? I'm not good of a modder. And didn't mean no harsh sorry then.
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The author has locked this comment topic for the time beingLet me know if you have an questions here or in the video comments.
It's *especially* weird to drop WMIM compatibility, it hasn't been updated since 2018, didn't you already make a version of the mod that used it's fixes? Why would you just get rid of it rather than making it a hard requirement?
Or if it's possible to add the controller in nifskope how difficult would it be?
Never mind, was able to add some nodes to the weapon meshes themselves to get the laser sights to turn on and off
wait never mind I just realised that all it does is add ##ISControl to the ##SightingNode node for the animations to pick up lol
Tanx!
Can I patch these for myself?