Fallout New Vegas
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Archangel

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XxAarchangeLxX

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About this mod

Fixes the off-center aiming of the Alien Blaster when WME - Weapon Mod Expansion is installed. Usable with regular New Vegas or Tales of Two Wastelands.

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This mod completely fixes an issue in WME - Weapon Mod Expansion by jonnyeah where aiming the Alien Blaster with True Iron Sights on would have the weapon off-center and to the left, with no recoil or correction upon firing. The weapon now aims on center and has proper recoil.

Requires WME - Weapon Mod Expansion, as some of the data in xEdit needs WME to work.

Usable with regular New Vegas or Tales of Two Wastelands. In TTW, this will not effect the other Alien weapons at all, including Firelance and Captains Sidearm. Does effect the Alien Blasters at the Crash Site and the second Blaster found in the Enclave Land Crawler base in Broken Steel.

Compatible with:
WME - Weapon Mod Expansion and all its plugins
Tale of Two Wastelands (Off Site)
Tale of Two Wastelands - Weapon Mod Expansion Patch by deadeyecowkillz that adds WME to FO3 Weapons
And anything else that doesn't affect the Alien Blaster's animations.

Just install via Mod Manager of choice or drop the .esp into the Data folder. Load after everything else so any Animation issues get overwritten.

Thanks to deadeyecowkillz, as his mod's data helped me figure out how to make this.

What I did:
Spoiler:  
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I pulled Weapon Mod Expansion.esp up in xEdit, along with TTW WME patch.esp to see how deadeyecowkillz got the Firelance and the Captain's Sidearm to work right. Found that the Alien Blaster was using a line under DNAM>Flags1>"Don't Use 1st Person IS Animations" where as the others weren't. So I removed it.
I also found under DNAM>Attack Animation>"Attack3" where both Firelance and Captain's Sidearm were using "AttackLeft". So I switched the Alien Blaster off of Attack3 to AttackLeft.
Tested this in game, and seems to work fine now.