Fallout New Vegas

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Ghost8919

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Ghost8919

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About this mod

When Bethesda made Fallout 3, they didn't include weapon ADSing. When Obsidian made Fallout: New Vegas, they added it in, though didn't add it to every weapon. Among those are the AER and AEP series of Laser Arms. This mod looks to change that. After all, Laser Weapons need Iron Sights too!

Requirements
Permissions and credits
Version 1.5 Released

Version 1.5 changes "Begin Gamemode" with "Begin Menumode 4," which should cause the script to run when the game hits the main menu.
This should alleviate any issues where the vanilla model is shown if you're holding a weapon affected by this mod when loading a save.

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When Bethesda made Fallout 3, they didn't include weapon ADSing. When Obsidian made Fallout: New Vegas, they added it in, though didn't add it to every weapon. Among those are the AER and AEP series of Laser Arms. This mod looks to change that. After all, Laser Weapons need Iron Sights too!

Other mods have done this in the past, such as Project Nevada and EVE. However, both of those mods are major overhauls of
core game mechanics. The Laser Arms iron sights they add are in addition to those things.

Maybe you can't use Project Nevada or EVE because:
You play Tale of Two Wastelands
You use mods that conflict with them
You use other mods that do something similar
You just don't like them

Personally, I like both, but wanted to do something different for my Laser Arms.

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NOTE: Also, due to the scripted nature of this mod, sometimes you may still see vanilla models if you have a weapon this mod affects equipped when loading a save. This is not a bug. This is simply because the game loaded in before the script ran, and it fetched the models it was told to by the game. Once my script runs, it tells it to load mine instead, and you'll have to unequip and re-equip it to "fix" it.

This will also effect NPCs' Laser Arms if they were holding them when the save was loaded. If you absolutely MUST fix a specific NPC for a screenshot or something else, open the console and click on them. Then type "Update3D" and hit Enter.

"Using Update3D on an NPC will cause it to re-evaluate its inventory." - GECK Wiki
"This function does not work on the player character. Use UpdatePlayer3D, instead." - Also GECK Wiki

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This mod adds models and/or textures for:

New Vegas and DLC:
Laser Rifle
Laser Pistol
Laser Pistol (GRA)
Missing Laser Pistol
AER-14 Prototype
Pew Pew
Compliance Regulator
Tri-Beam Laser Rifle
Tri-Beam Laser Rifle (GRA)
Van Graff Laser Rifle (Identical to Laser Rifle)
Disintegrator (Identical to Laser Rifle)

Tale of Two Wastelands:
Wazer Wifle
Metal Blaster
Colonel Autumn's Laser Pistol
Elder Lyon's Laser Pistol
Star-Paladin Cross' Laser Pistol
Smuggler's End
Protectron's Gaze
DEMO Laser Rifle (Identical to Laser Rifle)
DLC02 Laser Rifle (Identical to Laser Rifle)
Laser Shotgun (Identical to Tri-Beam Laser Rifle)

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Some mesh fixes/edits are included, such as slight re-UV-Mapping of the rear of the Laser Pistol, redone/replaced muzzle greebles on the Laser Pistol, texture edits/fixes for both the Laser Pistol and Laser Rifle, redone side-decals of both the Laser Pistol and Laser Rifle, removal of left-over high-poly mesh from the Laser Rifle, and a minor overhaul of the Tri-Beam's design. Unfortunately I just couldn't think of a way to keep all the greebles put on it AND add iron sights, so I had to redo some of it from scratch.

Also, no offense to Obsidian, but the Laser Pistol GRA and Tri-Beam GRA's mods were really lazy. I took the time to give them both some well deserved love and attention to make them more unique and inline with implied designs from other meshes in the AER and AEP series.

And, while still no offence to Obsidian, one major fix I did was adding moving parts to the AER-14. The animated parts on the regular AER-9 (##LR_CellRelease, ##LR_CellReleaseLatch, etc) were all one piece just called Object. They didn't move when the player would reload. I removed "Object" and replaced it with the proper animation pieces from the regular AER-9. Uses the same texture anyway, so visually it's not a noticeable difference, and it animates now like the AER-9.

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These are the iron sights now found on the AER series of Laser Rifles:

These are the iron sights now found on the AEP series of Laser Pistols:


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This mod changes animations and meshes through scripts only. There are ZERO hard edits to the base game and DLC entries. This means that NVSE, JIP LN NVSE, and Johnny Guitar are all required. No meshes or textures are replaced. Every mesh in this mod has a different name than the one it's scripted to replace. This is to provide maximum compatibility with other mods within reason.

This mod is compatible with:
Mods that change the stats of the weapons this mod edits
Mods that change the level lists of the weapons this mod edits

Due to the scripted nature of this mod, it actually doesn't edit the weapon entries AT ALL. It is 100% compatible with any mod you use that changes damage, effects, values, etc.

This mod is incompatible with:
Mods that change the models of the weapons this mod edits
Mods that change the textures of the weapons this mod edits
Mods that add attachments to the weapons this mod edits

This mod includes many edited textures and models. It should be self explanatory, but of the few incompatibilities this mod has unfortunately are it's incompatibility with mods that change meshes, textures, or weapon mods.

This mod is semi-incompatible with:
Mods that add in new AER and/or AEP series Laser Arms

Any mod that adds in their own AER and/or AEP Laser Arms' weapons will simply not change. They can be easily added to the script, however, if you're interested.

Open LaserWeaponsHaveIronSights.esp in the GECK and open LaserWeaponsHaveIronSightsNowMod in the scripts tab. Then find and copy the appropriate lines and replace the weapon entry name with the one from your weapon.

If your Laser Arm has custom textures/models but is still an AER or AEP series Laser Arm, the iron sights are separate meshes that can be copied to your mesh using NifScope.

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This mod features addons for four mods:
Tale of Two Wastelands - Roy Batty and the TTW Team
Iron Sight Recoil Animations - Hitman47101
Gun Runner's Arsenal Merged - SlippyGuy
Moddable Unique Weapons - AlexanderSig

If using TTW, load the TTW addon after the main download. If using Iron Sight Recoil Animations, either load it's addon after the main download/addon it affects (if using Mo2), or overwrite the main download/addon it affects (if using Vortex).

If using GRA Merged, use the GRA Merged versions of the main download and TTW download instead.

The Moddable Unique Weapons addon does not need Moddable Unique Weapons to function. It scripts the weapon mods and uses the same stats set by AlexanderSig, and in the same mod slots. However, this addon for my mod does not touch any unique weapons besides the AER14 Prototype.

There is also an addon that replaces the black/orange colors of the AER and AEP series with the green/yellow seen in Fallout 4.

Note: This mod or it's addons do not include or redistribute any of Hitman47101's animations. Their mod MUST be installed if you intend to use the Iron Sight Recoil Animations addon.

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Thanks to Bethesda for Fallout 3
Thanks to Obsidian for Fallout: New Vegas
Special Thanks to EPDGaffney, whom without this mod would not exist

Meshes used are from the Weapon Mesh Improvement Mod. Credit to Roy Batty and the TTW Team