Hey sorry for necroing this post just wanted to ask if this works with Gauss Weapon Mods? I tried it with this one https://www.nexusmods.com/newvegas/mods/79186 and it seems it isnt working.
Oh man, and here I had thought the issue was just the fact I was playing on Very Hard and fighting AWoP NPCs. Thank you! Edit: Speaking of A World of Pain, anybody know if the fix also applies to its Gauss Rifle Mk II? It does use the same projectile and impact dataset as the vanilla one, if that matters. Although, the TTW patch changes the impact dataset for reasons I'm guessing are related to this bug.
Whoa, what kind of black magic is this? I come back to FONV after 2 years of doing other things, and find this in the top downloaded section (I do this every time I come back after a break).
I read the description you put up, and I think it is the case, but I just want to ask for confirmation.
Your mod basically detects other scripts (such as YUP) and remove/invalidate it, and does what your mod originally intends to do, right? As in, I don't need to fix up anything in other mods for your mod to work.
It checks if the Gauss Rifle weapon has any script attached, and checks if that script is the same that the YCS/186 has attached. If that is the case, I assume it is the fixing script from YUP or something similar, and the script is removed from both weapons.
I could just edit the weapons directly to leave them script-less, but every mod and their dog touches weapon records to do their thing, and weapon records have a gazillion subrecords that need fine tuning, and thus compatibility between weapon-altering mods is simply impossible without each user making his own, huge, HUGE merged patches.
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Now make it do my taxes.
https://youtu.be/Tl1pSlx1usA?si=ogbvPmEnUuoTvWEO
Edit: Speaking of A World of Pain, anybody know if the fix also applies to its Gauss Rifle Mk II? It does use the same projectile and impact dataset as the vanilla one, if that matters. Although, the TTW patch changes the impact dataset for reasons I'm guessing are related to this bug.
- Gauss Rifle projectiles should no longer phase through objects in VATS - By RoyBatty.
What is the difference between what this mod does and what UPNVSE does? Does it conflict or make this mod redundant?I read the description you put up, and I think it is the case, but I just want to ask for confirmation.
Your mod basically detects other scripts (such as YUP) and remove/invalidate it, and does what your mod originally intends to do, right?
As in, I don't need to fix up anything in other mods for your mod to work.
I could just edit the weapons directly to leave them script-less, but every mod and their dog touches weapon records to do their thing, and weapon records have a gazillion subrecords that need fine tuning, and thus compatibility between weapon-altering mods is simply impossible without each user making his own, huge, HUGE merged patches.
Looking forward to using Gauss Rifle in my new playthrough.