Fallout New Vegas
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Millenia and Hitman47101 and Antistar

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lolwutyyy

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53 comments

  1. Tuneraddict1473
    Tuneraddict1473
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    Thank you for making these patches, they work perfectly for me!
  2. EggTheKing
    EggTheKing
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    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.
    1. lolwutyyy
      lolwutyyy
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      I'll look into it
      Which version of the Animations are you using?
    2. jazzahol
      jazzahol
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      This makes the unmodded 9mm work like a dream, but for whatever reason the textures freak out again when I attach the drum.
    3. EggTheKing
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      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
    4. lolwutyyy
      lolwutyyy
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      Oh yeah I made this patch before season 3 was out
      I'll need to see about fixing that somewhen
    5. EggTheKing
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      it's a pretty easy fix. Just go in the season 3 .Json and remove the three lines or for posterity's sake, copy paste this into the .Json:

      [
          {
              "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"
          }
      ]
    6. YUISDSDS
      YUISDSDS
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      狙击步枪在完全修改后也无法使用HIT动画,有什么解决方法吗?
  3. fromnewvegas
    fromnewvegas
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    thanks for the patch. great man !
  4. qq23585780
    qq23585780
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    Excuse me?Colud you make a patch to fix the texture for the Anti Material Rifle?
    1. lolwutyyy
      lolwutyyy
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      What's messed up on the AMR?
      Is it from one of the Textures with an Animation?
      I'd need more info to go on :p
    2. qq23585780
      qq23585780
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      because there wasn't textures for the supressor added by gun runners arsenal resulting in the suppressor's textures getting FUBAR
    3. lolwutyyy
      lolwutyyy
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      again is this after installing a certain mod?
    4. qq23585780
      qq23585780
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      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 ^_^
    5. lolwutyyy
      lolwutyyy
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      Ill look into it,
    6. qq23585780
      qq23585780
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      Thank you very much!
  5. CoMastah
    CoMastah
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    Thank you for making this
    Apparently Hitman released Season 3
    And Hunting Revolver (gra, modded) has issues with sWRP too
    Could you make patch for it?
    1. lolwutyyy
      lolwutyyy
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      I'll look into it!
    2. lolwutyyy
      lolwutyyy
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      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
    3. CoMastah
      CoMastah
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      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 :"
    4. lolwutyyy
      lolwutyyy
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      yeah ill see about maybe making a script or esp if I cant figure out the script :p
    5. CoMastah
      CoMastah
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      Hitman deleted Hunting Revolver meshes in the latest update
      Idk if it fixed the Compability with SWRP or not
    6. lolwutyyy
      lolwutyyy
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      Might still need the 1st person model entries remove
    7. lolwutyyy
      lolwutyyy
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      Ok got around to making the Script 
      let me know if it works ok 
      it requires these   
      xNVSE
      JIP LN NVSE Plugin
      JohnnyGuitar NVSE
    8. CoMastah
      CoMastah
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      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
    9. lolwutyyy
      lolwutyyy
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      Weird I thought the problem is just the 1st person models messing things up
      I don't know then :/
  6. 956785412
    956785412
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    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. 
    1. lolwutyyy
      lolwutyyy
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      LMG might work Bozar not sure probably not
      only one way to find out!
    2. 956785412
      956785412
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      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 :)
    3. lolwutyyy
      lolwutyyy
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      Yeah that would require a whole new patch.
      I'll see about making one somewhen.
    4. 956785412
      956785412
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      I appreciate even the thought. Thank you for your efforts!
    5. lolwutyyy
      lolwutyyy
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      No problem!
      Hopefully I can get it done soon.
    6. CactusCoyote
      CactusCoyote
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      how goes the progress on the wmx patch?
    7. lolwutyyy
      lolwutyyy
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      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! 
    8. lolwutyyy
      lolwutyyy
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      ok only WMX patch is up!
    9. BigBoi417
      BigBoi417
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      I tired the patch for just WMX and it crashes as soon as I pull the bozar out
    10. lolwutyyy
      lolwutyyy
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      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.
  7. Deadlypen
    Deadlypen
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    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)

    Base 9mm SMG?

    Drum Mag 9mm SMG
    1. lolwutyyy
      lolwutyyy
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      ok try the new version.
    2. Deadlypen
      Deadlypen
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      Alright it's like, 90% fixed but a lot less noticeable. Just the tail end of the gun and ironsights are slightly off now, but a lot easier to ignore

      9mm SMG Base Post Fix?

      9mm SMG Drum Mag Comparison
    3. lolwutyyy
      lolwutyyy
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      ok 3rd times the charm!
    4. Deadlypen
      Deadlypen
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      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.

      V3 Mesh IS?

      Drum Mag IS
  8. hitman47101
    hitman47101
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    Thanks for making the patch!
    1. lolwutyyy
      lolwutyyy
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      • 142 kudos
      No problem and thank you for making the animations! :D
  9. PConspiracy
    PConspiracy
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    Does this only work for the current version of WRP? I am using an older version to use WMX and I can't get it to work on my end. 
    1. lolwutyyy
      lolwutyyy
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      That would definitely require another set of mesh edits
      I'll look into it and see about doing that.
    2. lolwutyyy
      lolwutyyy
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      WMX version is up and also fixes the LMG as well!
    3. Deadlypen
      Deadlypen
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      • 13 kudos
      Will these patches work if I'm running WRP 1.95 but not WMX?
    4. lolwutyyy
      lolwutyyy
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      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,
  10. Vantish
    Vantish
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    • 0 kudos
    Many thanks!
    1. lolwutyyy
      lolwutyyy
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      • 142 kudos
      Glad to help!