Fallout New Vegas

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me

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Bottletopman

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About this mod

Whoever was working on the holorifle mesh must've been eager to go home that day, or extremely tired because there are some things wrong with the model...

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First, I'd like to thank shehetheir as he released his own fixed mesh for the holorifle. However, that has a few tweaks to the mesh for being used with his see through scopes mod, while I wanted something that was more vanilla. I also noticed that some things of the holorifle were obviously leftovers from the original grenade launcher mesh, as such he is most likely busy working on his own stuff so I figured I'd make my own in the meantime.

Credit also to Roybatterian and everyone else that worked on the Weapon Mesh Improvement Mod - this uses WMIM as a base, however apparently Blender (not sure which version) may undo some of the changes/fixes WMIM does. No version was specified, but I've been using Blender 2.4.9 as apparently that is the most compatible with FO3/NV meshes or something. It's worth noting that WMIM 1.4 (and by extension, TTW 3.3) will fix the holorifle mesh as well, so it's more than likely that this mod will be superseded by that.

The holorifle is meant to be a grenade launcher modified by Elijah, but there are some things wrong with the mesh:

Firstly, the rear ladder sight of the original grenade launcher is for some reason, rotated 90 degrees to the right of the gun, and whoever rotated that part of the gun forgot to include the middle piece of the adjusting knobs, because it still floats there on the vanilla mesh. Secondly, why would that even need to be moved anyway? Come to think of it, that entire ladder sight could be left completely intact given that the scope already seems to work not like a conventional rifle scope.

The other bit is a piece on the barrel, immediately in front of the ejection port. Who knows what it does, but what I do know is that it is also rotated 90 degrees to the right, and both this and the original rear sight were rotated in such a way that parts of it do collide with the pump handle.

This mod rotates both pieces back so they are on top of the gun, and they are rotated precisely so that there are zero holes in the gun's mesh. Some tweaking has also been done to the bracket that holds the piece hanging off to the side - there is no gap in the mesh there either.

Third is the position of the scope mount - this has been moved forward so that it now actually holds up the scope while also closing up yet another hole in the mesh.

Fourth change is the piece going from the scope to the side piece - there are pretty massive holes in what seems to be some sort of gasket or seal. I've reduced the size of that gasket/seal to close off the hole.

Final change, the hose going towards a piece jutting out from just behind the muzzle device, it now actually connects properly with that little jutting piece. The horrible texture stretching was always there and not a result of my fiddling.

You more than likely will barely notice these changes in normal gameplay, as that fat scope obscures most of these changes. Unless you're using a KNVSE mod that alters the reloads or other anims of the gun of course.

This nif also supports ##ISControl so any anims that use that node will support it. Sighting node on a scoped gun is mainly for users of Stewie's tweaks who have enabled the option to allow first person anims while scoped in. It's what allows the really cool effect of your gun's scope going up to your camera as the scope overlay kicks in.

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