Weird, it was working and then it didn't. I didn't do anything but add some other mods, and then I started getting the big red triangle which indicates a texture/mesh problem. I unchecked the scripted version, renabled the esp for that version and it worked. But for some reason the scripted version stopped working and give me an error. I even re-installed the scripted mod but the error still exists. Not sure how this happened since I didn't do anything with this mod and no other mods should impact it.
That is super weird, if it's a red triangle it means either their is an issue with the mesh. Make sure the meshes are being loaded in your mod organizer make sure nothing is overwriting the original mods meshes/textures. Try loading just the original mod and this one to see if another mod is interracting poorly with scriptn runners. Alternatively you can try the below fix in this thread if you aren't running ttw.
Hi there, I'm afraid I can't get this to work. I have put it after the original mod in the load list and activated it, I have put the original esp to the optional tab (and the mod was working with the esp), but now all I am getting is the vanilla models. The scripted versions for the WAP mods work fine and all my NVSE and addons are up to date. Are you sure it works? I can't think what else would stop it working.
Hrm, that is very odd, It's running fine on my end, and since the WAP models work, it sounds like your addons, and stuff are alright. I'm not sure I know how to solve the problem for you.
This is kinda a long shot but try simplifying the script runner and delete all lines from it in notepad that do not pertain to the regular sniper rifle. So delete all the entries for the unique, DLC and TTW weapons and see if it replaces the regular sniper then.
I don't use WMX, these are here just because I had them and thought they may be useful. So I won't be doing that sorry.
But it's really easy to add WMX compatibility yourself if you replace the mesh paths of the standard sniper rifle to direct it to the WMX meshes. The script runner works by listing the telling the game to replace an asset with a different one so if you wanted to do it for WMX you'd do something like this:
You can find the how many of these you need to replace by looking at the Sniper Rifle record in FNVEdit. and simply pointing the script runner to use those meshes instead of the ones I point it towards.
I personally would recommend against WMX as it's quite old, hasn't been updated in a while, and isn't very compatible with most of anything these days, but its up to you :)
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Or you could just use this way mod, its what I use now:
DKS and Friends at Fallout New Vegas - mods and community (nexusmods.com)
This is kinda a long shot but try simplifying the script runner and delete all lines from it in notepad that do not pertain to the regular sniper rifle. So delete all the entries for the unique, DLC and TTW weapons and see if it replaces the regular sniper then.
But it's really easy to add WMX compatibility yourself if you replace the mesh paths of the standard sniper rifle to direct it to the WMX meshes. The script runner works by listing the telling the game to replace an asset with a different one so if you wanted to do it for WMX you'd do something like this:
SetWeaponModel WeapSniperRifle 0 "BASE WMX MESH PATH.nif"
SetWeaponModel WeapSniperRifle 1 "MOD 1 WMX MESH PATH.nif"
SetWeaponModel WeapSniperRifle 2 "MOD 2 WMX MESH PATH.nif
SetWeaponModel WeapSniperRifle 3 "MOD 3 WMX MESH PATH.nif
SetWeaponModel WeapSniperRifle 4 "MOD 1 + 2.NIF"
SetWeaponModel WeapSniperRifle 5 "MOD2 + 3.nif"
SetWeaponModel WeapSniperRifle 6 ""
SetWeaponModel WeapSniperRifle 7 ""
You can find the how many of these you need to replace by looking at the Sniper Rifle record in FNVEdit. and simply pointing the script runner to use those meshes instead of the ones I point it towards.
I personally would recommend against WMX as it's quite old, hasn't been updated in a while, and isn't very compatible with most of anything these days, but its up to you :)