Fallout New Vegas

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Last updated

Original upload

Created by

S6S and Hitman and Somethingintheway and Ahz and ZR9Z

Uploaded by

Sweet6Shooter

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Safe to use

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About this mod

This is a reworked version of Somethingintheway's Halo M6G Magnum, which uses 12.7mm for lore accuracy, adds a Hitman anim set (with a rockbiter inspect anim), adds a bullet to the magazine, converts the big chunk blocking the sight into a weapon mod, added TTW compatibility, full formlist inclusion for perks, and a unique version.

Requirements
Permissions and credits
Changelogs
Overview:
I like the M6G Halo pistol, but I thought it could use some reworking to align more with the original gun's specs, so I reworked the plugin:

  • Added adjusted 3d and 3ddist sounds.
  • Changed it to use 12.7mm (lore accurate), generally for use with my recent 12.7mm explosive ammo (extra lore accurate).
  • Rebalanced it to be a more accurate, but slower firing alternative to the 12.7mm pistol.
  • Custom icon by ZR9Z.
  • I also gave it Hitman's 12.7mm anims, since they lined up with no clipping, and it also now has a visible bullet when reloading and checking ammo.
  • Rockbiter's 10mm pistol inspect animation has also been included!
  • I was able to swap the scope to being a mod, instead of the default, for those who don't feel like the overlay makes sense in the context of NV.
  • Full scripted integration, with TTW (3.3) compatibility.
  • There's a unique version of it, called Superintendent 07, located in one of the train tunnels of OWB, along with the Smart Scope mod. There's also a Smart Scope purchasable from the Van Graff's.

Requirements:

JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
Install the original mod.
Install this mod, overwriting the original. Use only this mod's esp.

Compatibility:
Internally patched for S6S Perks and DMT.
 
Limitations:
The bullet in the model is actually only the top half of a bullet, like in the 12.7mm pistol's magazine. This isn't super obvious in most cases.
There's a minor twitch after the check ammo animation. Nothing I can do about that, Hit didn't do a 12.7mm check ammo anim.
The sights are lower than the center of the screen. I don't know why my updates to the node location don't fix it. I want to fix it if I can.
I wanted to make the mod give you enhanced targeting, but I can't seem to figure out how to get it to work. I might try more in the future.

Questions:
The barrel is too small for 12.7mm!
You can hardly see it, so I'm goin for lore accurate and fun, instead of giving it some lame small ammo choice.
The firing sounds are really quiet!
I'm planning to try to tweak them.
I don't like this animation choice!
You can actually just remove the animation files if you want, the gun works without any issues without them.
The smart scope is in the ini, why doesn't it work?
Cause I'm lazy and I want to fix it later so I didn't remove it. It doesn't do anything at the moment.
Why isn't it at the same location?
It's wasteland integrated now.

Credits:
Hitman for the 12.7mm anims I reused here.
Rockbiter for the condition check animation.
Somethingintheway for the original work on the model and implementation.
Ahz for putting a 12.7mm bullet in the mag when I asked. Thanks buddy!
ZR9Z for the custom icon!
Thanks to Attrition for a ySI fix for the big guns setting!

Permissions:
Somethingintheway, if you'd like this file, by all means, upload it on your page if you'd like.
I'm cool with all my esp work here being used in any context.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.