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Type2Error

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Type2Error

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  1. amaricanepiic
    amaricanepiic
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    Sticky
    for anyone coming from FO4 or Skyrim, the "help" command is actually "search"  in FNV for finding item id's. you can add an optional 4 digit code for item type too. example:

    Search "schofield" weap
    Search "model 500" weap
    Search "12.7" ammo
    Search "Type II" weap
    etc...
    NOTE: before you go looking for the super modded unique variants in game realize that one requires the TCL console command to actually be able to reach its location and the other requires you to have a friendly rep with the legion or use the "Unlock" console command.

    Spoilers for modded super weapon locations in game if you don't want to spend forever looking:
    Spoiler:  
    Show

    The Modded 500 is on top of doc mitchiles roof behind the chimney
    The modded schofield is In the legion safehouse downstairs behind the radio with the brhraman skull ontop.


    "The key to the house is held by Lucius at the Fort, and can only be obtained from him. When speaking to him, he will offer it to the Courier if they have a "Liked" or higher reputation with the Legion. He does not carry the key in his inventory, and therefore cannot be killed or pickpocketed for it."

    I always Murder the legion in Nipton so i use the console command "Unlock" to open the safehouse door: open the console, click on the door to bring up the number, type "unlock" and press enter.
    1. Type2Error
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      I thought chucking a grenade up to the roof would knock it down but I realized I never actually tested it even after all this time. They’re definitely some bad hiding spots lol.
    2. SonicLightning8
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      Cool!
  2. s16n9t2
    s16n9t2
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    I've been asking in comments under existing revolver mods if any mod authors wouldn't mind sparing some time to make a Type 26 revolver mod; so if you'd do that I'd appreciate that a lot, but no pressure. If you feel like it, I hope you do it, but if you don't want to then don't worry about it.
    
  3. MetalHunter7
    MetalHunter7
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    I CANNOT find the uniques.
    I know we're supposed to look for them, but I cannot for the life of me find them, can someone tell me where they are supposed to be so I can at least see if they spawn in at all?

  4. Altafeim
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    I manage to make it work with HItman 32 revolver animation. Problem is Kit's Modified Schofield cylinder and shell casing textures are bugged.

    VIdeo:
    Spoiler:  
    Show
    1. Type2Error
      Type2Error
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      Looks like the texture set not applying correctly. Try moving the mod around in your load order.
    2. JohnnoirAtlas619
      JohnnoirAtlas619
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      How did you do it? I followed kNVSE Animation Plugin instruction with the JSON method, but it didn't work.

      I tried to replace the Type2Error Smith and Wesson mod, specifically the reload animation of a Schofield, with the Hit .32 Revolver Animation through the JSON method. I took the Hit 32 reload animation KF file and place it in the custom folder, then created the JSON file and input the mod's esp, formID of the Schofield, and the custom folder name. However, it didn't work, despite following the instruction to the T. What else am I missing?

      JSON:
      Fallout New Vegas\Data\meshes\AnimGroupOverride\#ManualOverride.json
      [
      {
      "mod": "SWRevolvers.esp",
      "form": "1C97",
      "folder": "#ManualOverride"
      }
      ]

      Folder structure:
      Fallout New Vegas\Data\meshes\AnimGroupOverride\#ManualOverride\_1stPerson\1hpReloadR.kf
    3. Altafeim
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      You need to change the schofield attack5 to attackleft and reloadk to reloadr using fnvedit. Also the hammer node need to be renamed and repositioned from inside the .nif file.
  5. MinigunKiller911
    MinigunKiller911
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    Damn, they looking good, especially gold engraved one
    1. Type2Error
      Type2Error
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      Hey thanks! I appreciate you downloading my mod!
  6. jasperjewel
    jasperjewel
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    Great mod, but I'm having an issue though... The schofield has no reloading sound, and I have no idea what might be causing it, since I have no sound mod.
    1. Type2Error
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      Try reinstalling the mod. If it continues, sounds come from the reload animations so an animation with no sound keywords might be playing. Recheck the animation being used.
  7. SonicLightning8
    SonicLightning8
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    I downloaded the ultra textures and the special scholfield has black all around it.  The regular has that too, although that does not matter.
    1. Type2Error
      Type2Error
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      Wdym black all around it?
      Try saving and reloading or switching weapons. If that doesn’t work or if it happens again, it might be the way you installed the files. Black usually means the wrong texture assignment so I’m guessing either the texture path is broken or you installed it incorrectly.
    2. SonicLightning8
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      I already tried that and it did not work.  They had a black tint around the textures.  They came out fine when I replaced textures with the 2k ones.
    3. Type2Error
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      Ooh, FNV has a hard time rendering 4k textures. I was wrong, I forgot black usually means the texture is too large or it’s uncompressed. Must be either your hardware or the game itself. Also, they could be uncompressed which makes it worse. I don’t remember. Sorry about that.
      black, texture is too large or it’s uncompressed 
      red diamond, missing texture or broken file path
      purple, the textures in the nif are in the wrong place.
      white, too high of a glossiness setting in nif or the specularity in the normal map is too high.
      saving this as a note to come back to.
    4. SonicLightning8
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      Well your 2k ones look epic!
    5. Type2Error
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      Thank you!
  8. OrcRoc
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    how do you retexture these? the retexture folder is just gone


    I did not see the retexture download at the bottom, i thought those were old files

    my mistake
    1. OrcRoc
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      also the original red Type II just looks really poor and low quality for some reason
    2. Type2Error
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      Not my best work :P
  9. epicninjapony
    epicninjapony
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    Hello!

    Pardon me if this is one of the cases where I could fix my issue without very much trouble, but I decided to ask anyway.
    I am currently facing holster (weapon placement?) Issues with your lovely mod, as whenever I holster it, it floats around my character's sprite and doesn't properly appear at his side.
    I am using it in combination with my TTW playthrough as well as this mod, which is a clothing mod which allows for a Lonesome Road Jacket over a Vault 101-Jumpsuit, in case that may be a problem:
    https://www.nexusmods.com/newvegas/mods/78425?tab=description

    Would you, or anybody in this thread, happen to have an idea how I could fix this? Maybe there is a mod similar to ALLGUD (Skyrim SE), which allows me to generate proper weapon placement for non-vanilla armors and non-vanilla weapons, that I am not aware of.

    I wish you a lovely day, and hope for your help!

    With warm regards,

    Epicninjapony
    1. Type2Error
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      Could you post a pic?
      Also you have any mods that edit holster positions in general?
      The armed to the teeth patch may not work or cause issues but I suggest this mod, which is the same thing but better implemented: https://www.nexusmods.com/newvegas/mods/74936
  10. TheGunWizard
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    Hi! I'm sorry that this isn't a question terrifically relevant to the mod itself, but I didn't know where else to ask. Apparently y'all hid an M2 Browning mod, since it's old and you're hoping to up the ante with a remake coming out sometime. I'm planning on doing a dumb themed John Browning playthrough, where I can only use weapons created by John Moses Browning, because there are for some ungodly reason 6 in the base-game and even more on the Nexus. However, the only other M2HB mod on the Nexus is from 2010 and isn't stellar if I'm being frank. Apparently the sights are unaligned, the barrel's angled way too far up, the animations (especially the reload) are mismatched and busted, it's oversized even for being a huge gun in the first place, and the only way to spawn it is via console. Just a lot of limitations that came about from the really early days of modding, I suppose.

    I'm almost certain that your M2 would be a better fit for a proper playthrough, even if you don't think too highly of it. If it's not being too nosy, can I ask how the M2 remake is coming along? Or why the original was hidden before the remake has been released?
    1. Type2Error
      Type2Error
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      All of my mods are being remastered including the Handheld M2 Browning MG. They've all been slowly worked on for the better part of two years. I used to be able to mod 8 hours day for weeks but now it's usually 2-3 hours per week so progress is grudgingly slow (Just life gettin' in the way and modding burnout). I take pride in all of my ideas but not all of my old mods that's why some of them were hidden, they just look too ugly and/or are too buggy. I've learned a lot about texturing and I am trying to implement a better matching workflow for this old ass game on top of remastering all of my weapons which eats up a lot of time but once I find the best way for my weapons to look good in game It'll be easy to implement across all my weapons so the progress will pick up when that happens. It is unlikely that I'll ever quit so my work will eventually be published, I just don't see it being anytime soon because of the sheer amount of detail I want to go into each weapon.
      I'm really trying to not disappoint and the more time that goes on the more detail I feel I owe to my project.
      I can pass the OG files to you for now if you'd like just send me a pm.
    2. TheGunWizard
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      That's extremely kind of you. Don't worry, I do respect the hustle to improve upon the work. And seeing the quality of some of your more recent work, I've got full confidence in it. The revolvers kick like a mule.
  11. Mk99Tr
    Mk99Tr
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    Any chance of these as replacers for vanilla revolvers?
    1. Type2Error
      Type2Error
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      Not from me, no. Sorry :/