It seems there is an incompatibility with this mod and Unique Weapons Redux. The hotkeyed weapons is shown in place in the back only when equipped. The problem is probably caused by UWR setting the new weapons models with an scriptrunner:
Essentially sets new world model path and clears 1stPerson model in case there's any. I guess making the mod change the models on plugin level would solve the issue.
EDIT: SOLVED THE ISSUE. The model path does not need the "Meshes\..." part, since the search is already relative to the meshes folder. I don't know if it's a problem of the mod itself, or if I did the change sometime without noticing It's definitely a problem of the mod itself. Every model path has "Meshes\..." on it, which does not break the functionality of that mod for some reason, but it does break this one. Gotta warn the author right away.
Goddamn that is a beautiful root cause analysis right there, great find my man. Do let funny2018memebigchungus know about the issue, it's good to finally know why some scriptrunner implemented weapon mods don't work with AttT.
great mod, only issue is the non auto rifles clipping deep into the back with the right-back slot, and since you cant control which slot a weapon goes to when they are not in the main 4 quick slots, its annoying af
Is there any possibility of adding an option for having rifles (types 5/6/7) be rotated 180 degrees while wearing a backpack so the magazine is pointing away from the player with the barrel down? Similar to how it looks in Ghost Recon Wildlands.
I've read through the scripts and understand them to the point I can adjust the rotation of your attached nodes to be how I want, but I run into a problem when the player has one of the hotkeyed shoulder weapons equipped. They attach to the regular weapon node instead of your inserted nodes, and even if I rotate that using the console (the same command added to the positioning UDF does nothing for some reason), as soon as I draw the weapon they rotate back to the original position for the animation. Seems like the position is baked into the animations you added which I have no idea how to edit.
Fantastic mod btw, constructing all the nodes dynamically and retrieving model paths is very slick.
Yeah you have to edit the backpack equip and holster animation files in the mod archive as well, if you go digging into them with nifskope you can find the transforms that define the holster position for currently equipped weapons. My next update to this mod will be focused on allowing users to come up with custom holster positions themselves in game, but it's a long way off due to me not having time in my personal life for this hobby anymore.
Only replying to say that I would absolutely love this update to happen when it can.
About the only other thing I could want from this mod is custom holster positions (ie front and rear slung like One Man Army NVSE) and it would be perfect.
Hi! I encountered an issue with back-holstered weapons floating in the air (there is a gap between the gun and the back if watching from the side). This is most likely a vanilla issue (not one caused by your mod, it occured before I installed it), any idea how it can be eliminated? https://www.nexusmods.com/newvegas/mods/72341? This person here adressed the issue, but it works only for one weapon at once. The second is not fixed this way.
I'm getting an issue where if I have 2 long guns equipped, one of them dissapears when equiping a different gun. in my case, swapping to anything other than the survivalist rilfe makes it go invisible. I have JAM, 360 movement, diagonal movement, and enhanced movement installed as well. I am using Jam's hotkeys, but have tried both. any ideas?
Did a fresh playthrough, mod works for a while then stops. no sure why. I noticed it was when I repaired one varmint rifle with another. Even loading a previous save didnt undo it.
This also happens to me. But it happens randomly for me. The weapons will show on my character with the holsters to issue even when im unarmed but after playing for like 1-2hrs a slot will stop working when changing weapons. It will go invisible and will not work no matter what even putting a new weapon in that slot will not show. You have to restart the game and it will fix it but it will still happen randomly.
Not sure whats causing my issue but my weapons will stop showing. Usually one at a time but only restarting the game fixes it. It tends to happen randomly, possibly when im switching weapons, ex from pistol to rifle the pistol will not show up anymore. It happens to any weapon slot.
Hi, there's an incompatibility with Enhanced Camera that's been around for a while where if you do power attacks you'll be able to see the guns on your back move in front of your first person screen. It's really jarring and would be fixed with a patch that makes back weapons invisible in first person, but I don't know how to do that personally.
Is there anything I can do to fix this with some simple file manipulation or could there maybe be a patch in the future?
This mod does actually hide weapons when in 1st person, but the way EC is built makes it difficult to reliably detect whether the player is in 1st person or 3rd person. I had awful headaches trying to find a workaround for this for my 3rd person camera mod and was unsuccessful, which is why I have noted it as incompatible with EC. If this issue is a deal breaker for you then my apologies, but some mods just don't work well together
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Essentially sets new world model path and clears 1stPerson model in case there's any. I guess making the mod change the models on plugin level would solve the issue.
EDIT: SOLVED THE ISSUE. The model path does not need the "Meshes\..." part, since the search is already relative to the meshes folder.
I don't know if it's a problem of the mod itself, or if I did the change sometime without noticingIt's definitely a problem of the mod itself. Every model path has "Meshes\..." on it, which does not break the functionality of that mod for some reason, but it does break this one. Gotta warn the author right away.Do let funny2018memebigchungus know about the issue, it's good to finally know why some scriptrunner implemented weapon mods don't work with AttT.
https://www.nexusmods.com/newvegas/mods/89238?iption
I've read through the scripts and understand them to the point I can adjust the rotation of your attached nodes to be how I want, but I run into a problem when the player has one of the hotkeyed shoulder weapons equipped. They attach to the regular weapon node instead of your inserted nodes, and even if I rotate that using the console (the same command added to the positioning UDF does nothing for some reason), as soon as I draw the weapon they rotate back to the original position for the animation. Seems like the position is baked into the animations you added which I have no idea how to edit.
Fantastic mod btw, constructing all the nodes dynamically and retrieving model paths is very slick.
About the only other thing I could want from this mod is custom holster positions (ie front and rear slung like One Man Army NVSE) and it would be perfect.
Is there anything I can do to fix this with some simple file manipulation or could there maybe be a patch in the future?