Is there a fix for the DMR's third-person 'jolt'? More specifically at 2:10 in your release video on the main page, the player character leans back erratically for a split second when you stop firing the gun, then goes back to the idle pose. I thought it was just mod conflict until I realized it was this gun specifically and it's even apparent in your video.
Hi there, sorry about that, I can't make animations and my attempts are pretty shockingly bad. I think the best solution for you and others if you want to use the DMR in 3rd Person is to go to: Data\meshes\AnimGroupOverride\QSupplementaryWeaponPack.esp\000ADFAnd simply delete the "_male_" folder located there. The bolt/mag cover on the weapon will no longer animate during firing, but at least your character won't pop his/her spine out of place every time you fire the weapon.
A new version of JSRS Sound Mod has been released. In the new version, a lot of sounds have been added and changed, as well as interior/exterior gunfire sounds have been added. Has a patch for this mod. it's here: https://www.nexusmods.com/newvegas/mods/81585
this mod is really awesome and by far one of my favorite new vegas mods, but (this might be intended) the custom mods for the weapons are unreasonably rare? i still eventually got the mods but they were really hard to come by
Hey man, Loving the pack. I got a quick question though.
For the submachine gun, the 9mm drum doesn't appear to change the weapon model at all, and only provided 15 more rounds, not the 30 listed. Is that intended?
Love this weapon pack. Only issue I am having is with the military sniper rifle, it does not work with b42 optics it seems. Any idea what the fix would be?
I modernized the way the guns are integrated so that they don't make any hard edits to the leveled lists if you're interested in me sending it to you. This is one of my favorite weapon packs so thanks for your work!
Hi there, thanks for reaching out, I'm afraid I'm fully aware of how to do script leveled list integration, I deliberately chose not to due to the issues it can cause in people's games. 'Modernized' isn't really the right term for scripted LL integration imo, that term tends to imply that there's something wrong or outdated about doing it manually, which isn't true at all. I'm general, scripts should only be used to do things that cannot be achieved through conventional means, as they result in 'invisible' changes to people's games which can conflict with other mods without showing up in xEdit. Furthermore, there are issues with both scripted methods of LL integration which are easily avoided simply by doing it manually and informing users that they just need to make a merged patch to ensure no LL conflicts.
Hi. Great mod. In your youtube video your character is loading the revolver without "snapping/whipping" the cylinder back into the frame. I think that part of the animation isnt in your mod folder. The first half of the loading animation is working though.
I'm trying to mod the Pump Action Shotgun to get it back to its full length, but I'm not sure which weapon mod I'm supposed to use. The hunting shotgun stock doesn't seem to be working for some reason. I also have weapon mods extended on right now, so that might be the issue but I don't know. Anyone know what I'm doing wrong?
409 comments
Data\meshes\AnimGroupOverride\QSupplementaryWeaponPack.esp\000ADF
And simply delete the "_male_" folder located there. The bolt/mag cover on the weapon will no longer animate during firing, but at least your character won't pop his/her spine out of place every time you fire the weapon.For the submachine gun, the 9mm drum doesn't appear to change the weapon model at all, and only provided 15 more rounds, not the 30 listed. Is that intended?
Great set of guns, enjoy using all of them!