So I accidentally used the Lighter Machine Gun to repair a different weapon and I want to try and spawn another one in through the console but the Base ID's are fucked up or don't exist. I'm fairly certain that it's because of the fact that this mod requires that the ESM's from the original mod have to be deleted. I know it's my fault but I don't wanna go back to an old save. I would really appreciate a patch to restore the Base ID's.
I'm currently experience a crash with this mod when trying to enter the "Cottonwood Cove Mess Hall" It would be great if you can update the mod to fix it!
i don't get it, am i the only one with this issue? some interiors just straight up crash with this mod enabled, like the bison steve hotel second floor and literally the house right beside doc mitchel (GSHouseInterior02) from what i could find, i tested with only this mod enabled and its requirements, has perhaps one of the requirements updates broken this mod?
While I didn't have a *crash*, I had a void that wouldn't render that part of the hotel until I stepped into it, at which point it would stop rendering the part I just left.
"complete rebuild of the mod because i felt like it" thank you so much for keeping this mod up-to-date your work is greatly appreciated
one question probable cause lore indicates that it can randomly hurt your companion/you when firing have you thought of implementing it this way ? maybe a random chance of the weapon dealing a percentage of its base damage to you/your companion ?
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The only exception is IMPACT which has an automated patch here
It would be great if you can update the mod to fix it!
While I didn't have a *crash*, I had a void that wouldn't render that part of the hotel until I stepped into it, at which point it would stop rendering the part I just left.
The update fixed that for me.
Also thanks for update onvil!
thanks!
https://www.nexusmods.com/newvegas/mods/78090
thank you so much for keeping this mod up-to-date
your work is greatly appreciated
one question
probable cause lore indicates that it can randomly hurt your companion/you when firing
have you thought of implementing it this way ?
maybe a random chance of the weapon dealing a percentage of its base damage to you/your companion ?
what exactly does it add?