I'm having an issue with the Bozar reloads while it has the extended ammo where it'll still occasionally do the LMG reload instead of just the regular bozar one.
I was using the WMX only patch and then switched to the WRP/WMX patch and neither proved to be consistent. It'll occasionally do the bozar reload but then it'll just default to the LMG reload. I figured it out! I was just running into a very fixable bug, all you need to do is remove and re-attach the magazine and it should clear up the bug EDIT: I was wrong. I'm still having this bug when I"m reloading.
EDIT (again): There're 3 extra lines in the Hit's season 3 .Json that messed with the reload, it basically made it so that the Bozar would alternate between it's animations and the LMG's, deleting the lines fixes the whole issue
No?It is the error of the original mod Because you have fixed the 9mm SMG Texture error, I think you can also fix the ARM Texture error? This is a request ^_^
Ok so after looking into it a bit the issue (at least on my end) is the fact the GRA hunting revolver still has its 1st person model entry's and then the Meshes included in season 3 seem to cause the texture problems so basically (as far as I can tell) the only way to fix it is removing the 1st person model Entries with and ESP or possibly a script and then delete the GRA meshes added by Season 3
Deleting GRA meshes that added by Hit s3 messes the scope texture So using that esp or script probably the solution and deleting the meshes just like you said probably would fix it I don't know how to make the esp or script so all i can say is good luck :"
It still broken with or without the meshes If used without the meshes, only the scope is broken If used with the meshes, the scope is fine but the gun is broken 3rd person, only scope is broken without meshes 3rd person totally broken both scope and gun with meshes Strange, it less broken without the meshes
Will the Bozar/LMG WMX patch work if I don't have WRP installed? To clarify, the bozar barrel anim doesn't really work with WMX installed and the mag for the LMG reload bugs a little bit - I don't have anything else affecting weapons directly installed besides hitman's animation and WMX.
So I gave it a shot, LMG works! Bozar... works? It fixes the barrel thing but messes up the textures. Is there a file I can delete to make this work or would it require a whole patch?
Thank you regardless, 1 improved is better than none improved :)
Shit...I forget about that Sorry I've been doing a lot of stuff at one time I'll try and get that made tonight Again sorry about that and thank you for reminding me!
that's a problem that keeps coming up when I edit certain meshes and I don't know why it happens use the new version I redid it and it should work now.
The 9mm SMG patch works for the most part on my end but the base un-modded SMG's color shade is not the same as the modded SMG for some odd reason (I'm running WRP 1.95)
Might be the unintended side effect of the stock being separated on the new mesh. Also seems that my drum mag mesh gets its IS misaligned after firing even with ISControl Enabler so def something I borked on my end as well.
the only one that wouldn't is the Bozer and LMG WMX patch mainly because it wouldn't actually do anything without WMX installed| other then that I don't see any reason the other ones wouldn't work,
53 comments
Which version of the Animations are you using?
EDIT: I was wrong. I'm still having this bug when I"m reloading.
EDIT (again): There're 3 extra lines in the Hit's season 3 .Json that messed with the reload, it basically made it so that the Bozar would alternate between it's animations and the LMG's, deleting the lines fixes the whole issue
I'll need to see about fixing that somewhen
[
{
"mod": "FalloutNV.esm",
"form": "906DF",
"folder": "Hit_LMG"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "806",
"folder": "Hit_Bozar"
},
{
"mod": "FalloutNV.esm",
"form": "8F218",
"folder": "Hit_22SMG"
},
{
"mod": "Fallout3.esm",
"form": ["80A", "8E3B","6B532"],
"folder": "Hit_32Revolver"
},
{
"mod": "ThePitt.esm",
"form": "A7CB",
"folder": "Hit_32Revolver"
},
{
"mod": "LonesomeRoad.esm",
"form": "4C4E",
"folder": "Hit_32Revolver"
},
{
"mod": "LonesomeRoad.esm",
"form": "4C4E",
"folder": "Hit_FlareGun"
},
{
"mod": "HonestHearts.esm",
"form": "996C",
"folder": "Hit_45AutoSMG"
},
{
"mod": "FalloutNV.esm",
"form": "1429D1",
"folder": "Hit_127mmSMG"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "84E",
"folder": "Hit_127mmSMG"
},
{
"mod": "LonesomeRoad.esm",
"form": "766B",
"folder": "Hit_ArcWelder"
},
{
"mod": "DeadMoney.esm",
"form": "A7A9",
"folder": "Hit_AutomaticRifle"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifleThisMachine",
"condition": "GetRandomPercent < 20"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifleThumb",
"condition": "GetAV Guns < 75 && GetRandomPercent < 30"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifleThumb",
"condition": "GetAV Guns < 75 && GetRandomPercent < 30"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle7",
"condition": "GetCurrentAmmoRounds == 7"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle6",
"condition": "GetCurrentAmmoRounds == 6"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle5",
"condition": "GetCurrentAmmoRounds == 5"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle4",
"condition": "GetCurrentAmmoRounds == 4"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle3",
"condition": "GetCurrentAmmoRounds == 3"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle2",
"condition": "GetCurrentAmmoRounds == 2"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifle1",
"condition": "GetCurrentAmmoRounds == 1"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle7",
"condition": "GetCurrentAmmoRounds == 7"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle6",
"condition": "GetCurrentAmmoRounds == 6"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle5",
"condition": "GetCurrentAmmoRounds == 5"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle4",
"condition": "GetCurrentAmmoRounds == 4"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle3",
"condition": "GetCurrentAmmoRounds == 3"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle2",
"condition": "GetCurrentAmmoRounds == 2"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifle1",
"condition": "GetCurrentAmmoRounds == 1"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "812",
"folder": "Hit_BattleRifleAmmoSwap",
"condition": "(ref rDidSwap = (AuxVarGetRef \"*_DidAmmoSwapUDF\")) && (call rDidSwap)"
},
{
"mod": "FalloutNV.esm",
"form": "F062B",
"folder": "Hit_BattleRifleAmmoSwap",
"condition": "(ref rDidSwap = (AuxVarGetRef \"*_DidAmmoSwapUDF\")) && (call rDidSwap)"
},
{
"mod": "FalloutNV.esm",
"form": ["CD53A", "176E55", "1735E3"],
"folder": "Hit_CaravanShotgun"
},
{
"mod": "Fallout3.esm",
"form": ["4325", "60C2C"],
"folder": "Hit_ChinesePistol"
},
{
"mod": "Fallout3.esm",
"form": ["4325", "60C2C"],
"folder": "Hit_ChinesePistolLastShot",
"condition": "GetCurrentAmmoRounds == 1"
},
{
"mod": "Anchorage.esm",
"form": "3F41",
"folder": "Hit_ChinesePistol"
},
{
"mod": "Anchorage.esm",
"form": "3F41",
"folder": "Hit_ChinesePistolLastShot",
"condition": "GetCurrentAmmoRounds == 1"
},
{
"mod": "FalloutNV.esm",
"form": "7EA25",
"folder": "Hit_GrenadeLauncher"
},
{
"mod": "DeadMoney.esm",
"form": "92EF",
"folder": "Hit_GrenadeLauncher"
},
{
"mod": "DeadMoney.esm",
"form": "92EF",
"folder": "Hit_Holorifle"
},
{
"mod": "FalloutNV.esm",
"form": ["FF576", "1429E2", "1735E4"],
"folder": "Hit_GrenadeRifle"
},
{
"mod": "LonesomeRoad.esm",
"form": ["46C3", "46C4"],
"folder": "Hit_GrenadeRifle"
},
{
"mod": "MercenaryPack.esm",
"form": "1735E4",
"folder": "Hit_GrenadeRifle"
},
{
"mod": "FalloutNV.esm",
"form": ["8F214", "129A44"],
"folder": "Hit_HuntingRevolver"
},
{
"mod": "FalloutNV.esm",
"form": "129A44",
"folder": "Hit_HuntingRevolverSingleAction"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "852",
"folder": "Hit_HuntingRevolver"
},
{
"mod": "FalloutNV.esm",
"form": "8F214",
"folder": "Hit_HuntingRevolverEquip1",
"condition": "IsInCombat == 0"
},
{
"mod": "FalloutNV.esm",
"form": "129A44",
"folder": "Hit_HuntingRevolverEquipSingleAction1",
"condition": "IsInCombat == 0"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "852",
"folder": "Hit_HuntingRevolverEquip1",
"condition": "IsInCombat == 0"
},
{
"mod": "FalloutNV.esm",
"form": "8F214",
"folder": "Hit_HuntingRevolverEquip2",
"condition": "IsInCombat == 0 && GetRandomPercent < 50"
},
{
"mod": "FalloutNV.esm",
"form": "129A44",
"folder": "Hit_HuntingRevolverEquipSingleAction2",
"condition": "IsInCombat == 0 && GetRandomPercent < 50"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "852",
"folder": "Hit_HuntingRevolverEquip2",
"condition": "IsInCombat == 0 && GetRandomPercent < 50"
},
{
"mod": "FalloutNV.esm",
"form": ["8F21A", "CD539", "121148"],
"folder": "Hit_CowboyRepeater"
},
{
"mod": "FalloutNV.esm",
"form": "CD539",
"folder": "Hit_TrailCarbine"
},
{
"mod": "FalloutNV.esm",
"form": "121148",
"folder": "Hit_BrushGun"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "80E",
"folder": "Hit_CowboyRepeater"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "80E",
"folder": "Hit_BrushGun"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "80E",
"folder": "Hit_BrushGunMedicineStick",
"condition": "(AuxVarGetFlt \"_EquipOnceMedicineStick\") == 0 && (AuxVarSetFlt \"_EquipOnceMedicineStick\" 1)"
},
{
"mod": "FalloutNV.esm",
"form": "8ED0A",
"folder": "Hit_RiotShotgun"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "81B",
"folder": "Hit_RiotShotgun"
},
{
"mod": "GunRunnersArsenal.esm",
"form": "81B",
"folder": "Hit_APW"
},
{
"mod": "FalloutNV.esm",
"form": "E393B",
"folder": "Hit_SingleShotgun"
},
{
"mod": "FalloutNV.esm",
"form": ["8F217", "E32F4"],
"folder": "Hit_9mmSMG"
},
{
"mod": "FalloutNV.esm",
"form": "E32F4",
"folder": "Hit_9mmSMGVance"
},
{
"mod": "LonesomeRoad.esm",
"form": "925E",
"folder": "Hit_9mmSMG"
},
{
"mod": "LonesomeRoad.esm",
"form": "925E",
"folder": "Hit_9mmSMGVance"
},
{
"mod": "LonesomeRoad.esm",
"form": "925E",
"folder": "Hit_Nailgun"
}
]
Is it from one of the Textures with an Animation?
I'd need more info to go on :p
Because you have fixed the 9mm SMG Texture error, I think you can also fix the ARM Texture error?
This is a request ^_^
Apparently Hitman released Season 3
And Hunting Revolver (gra, modded) has issues with sWRP too
Could you make patch for it?
so basically (as far as I can tell) the only way to fix it is removing the 1st person model Entries with and ESP or possibly a script and then delete the GRA meshes added by Season 3
So using that esp or script probably the solution and deleting the meshes just like you said probably would fix it
I don't know how to make the esp or script so all i can say is good luck :"
Idk if it fixed the Compability with SWRP or not
let me know if it works ok
it requires these
xNVSE
JIP LN NVSE Plugin
JohnnyGuitar NVSE
If used without the meshes, only the scope is broken
If used with the meshes, the scope is fine but the gun is broken
3rd person, only scope is broken without meshes
3rd person totally broken both scope and gun with meshes
Strange, it less broken without the meshes
I don't know then :/
only one way to find out!
Thank you regardless, 1 improved is better than none improved :)
I'll see about making one somewhen.
Hopefully I can get it done soon.
Sorry I've been doing a lot of stuff at one time
I'll try and get that made tonight
Again sorry about that and thank you for reminding me!
use the new version I redid it and it should work now.
Base 9mm SMG?
Drum Mag 9mm SMG
9mm SMG Base Post Fix?
9mm SMG Drum Mag Comparison
V3 Mesh IS?
Drum Mag IS
I'll look into it and see about doing that.
other then that I don't see any reason the other ones wouldn't work,