You still got a bug regarding the Mercenary Grenade launcher :D
It's easy to fix though - in your JSON file you've got a mistake, the last entry ID should be 1735E4, not 735E4. You're basically missing "1" at the start :)
reading through the comments it seems like the issue with the merc grenade rifle not using the anims can be fixed client side, are there any intentions to make these changes with the current downloadable file?
EDIT: i thought i'd make mention that the latest version of the file does say that the issue was fixed (which prompted me to re-download it just to make sure) but it does in fact seem to not apply the animations still (installed via MO2)
Does this keep vanilla reloading and shooting speeds? I know keeping it exactly the same is not possible, but is it at least kind of close to them? Also, does the reloading speed change for different situations? Like, the red victory grenade rifle shoots a bit faster than normal, I believe and does the rapid reload perk affect it?
Looks like we have the same problem as with the DWA mod: the Mercenary biatch thinks she's special and doesn't wanna use the new animations. Nothing in .json indicates a problem, so I wonder what gives. Does it work in your game?
I'd have to check--I disable that gun every single playthrough. If it's not working for you or other people, I would assume not. I don't know what is wrong with those pre-order guns, but it's basically impossible to make them do anything correctly.
I'm away from my PC for the moment, but you can try changing the .esm to FalloutNewVegas.esm to see if that changes anything. That's the first thing I'd be trying.
Also, you can try making it work via the folder method, instead of via a .json. That would be the next thing I would try. Again, I'll do it all myself, but it'll be a while.
Very cool mod, i was wondering if you could make an equipping animation style for the grenade rifle and the grenade launcher similar to the one in cod black ops (basically the player character pulls up the ironsight of the grenade launcher).
That'd be cool, but I can't. That part of the weapon model isn't separated, meaning it doesn't have a node which, sadly, means I can't animate it (although I would really like to).
It probably is. I have no idea how to do it. If you have the know-how, and wanted to send me a .nif with updated nodes, I might be persuaded to do something with it--but no promises that it would happen any time in the near future. Ready to move on from this gun for the time being.
I use all of your other clean animation sets (not the earlier combined pack but all of the newer ones). Cannot get this one to work for some reason. Also using WMIM myself but none of the animations are working. Noticed some of the filepaths are different in the WMIM patch than they are in my install of WMIM, but updating them to match did not fix the issue.
Edit: Also have the Anniversary Anim Pack installed with the WMIM patch for that as well, but trying to put your WMIM patch above the patch for Anniversary Anim Pack had no effect either. I'm stumped haha
Can confirm that it isn't working. Weird, because the text in the .json file seems fine. Yo mr. Payne, does something need to be changed in the animation files themselves?
I don't have the slightest idea as to what's going on. I just tried them in my game and now, suddenly, they do not work for me, after working fine all morning.
There's a re-upload, but I don't think it's going to fix anything. Seeing what I can do. But the file structure is correct, the .json is fine, and the animations themselves are all set (I think--will double check. Like I said, they were just working).
Cawy0 It's the same with Januusz's Dedicated W. Animations; the Mercenary one does not wanna work even though it's referenced in the .json file. But for me this whole mod isn't working.
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For the sake of my sanity, all questions answered in the description/FAQ will not be responded to. I apologize, but I do write those for a reason.
All good faith criticism/feedback is very much welcomed and encouraged.
It's easy to fix though - in your JSON file you've got a mistake, the last entry ID should be 1735E4, not 735E4. You're basically missing "1" at the start :)
Cheers,
EDIT: i thought i'd make mention that the latest version of the file does say that the issue was fixed (which prompted me to re-download it just to make sure) but it does in fact seem to not apply the animations still (installed via MO2)
Looks like we have the same problem as with the DWA mod:
the Mercenary biatch thinks she's special and doesn't wanna use the new animations.
Nothing in .json indicates a problem, so I wonder what gives. Does it work in your game?
I'm away from my PC for the moment, but you can try changing the .esm to FalloutNewVegas.esm to see if that changes anything. That's the first thing I'd be trying.
Also, you can try making it work via the folder method, instead of via a .json. That would be the next thing I would try. Again, I'll do it all myself, but it'll be a while.
In your case you just need to remove the Mercenary esm and leave the FNV one.
good stuff man! +1
Edit: Also have the Anniversary Anim Pack installed with the WMIM patch for that as well, but trying to put your WMIM patch above the patch for Anniversary Anim Pack had no effect either. I'm stumped haha
Yo mr. Payne, does something need to be changed in the animation files themselves?
There's a re-upload, but I don't think it's going to fix anything. Seeing what I can do. But the file structure is correct, the .json is fine, and the animations themselves are all set (I think--will double check. Like I said, they were just working).
It's the same with Januusz's Dedicated W. Animations; the Mercenary one does not wanna work even though it's referenced in the .json file.
But for me this whole mod isn't working.
rockbiter68
This damn engine eh?
EDIT: This time, not the engine's fault, but my own negligence.