Fallout New Vegas

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Pistol Payback

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PistolPayback

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298 comments

  1. PistolPayback
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    If your Basic tab of the MCM is empty, it’s because you don’t have any other NVWO mods installed to toggle on and off. 

    The weapon smith has no major features to toggle off, so it remains empty if it’s the only thing you have installed.

    If you find any incompatibilities, report them and I'll try to internally patch them.
    -A lot of B42 mods have soft incompatibilities, as those mods don't take weapon instances into account, with the exception of B42 optics, which I've internally patched.
  2. m3dicinE
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    There's a bug with the RD704 mod, whenever i open the weapon smith menu, be it on the spot menu or the workbench menu, the weapon disappears and i cant switch to other weapons, when it does switch, it doesnt appear on my screen and at times it only appears when i aim down sights
    1. PistolPayback
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      Incompatibility, if you find the exact mod, you can post it here. I'm sure others will appreciate it.
  3. DaNuggz
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    god damn this is huge. My one question is how compatible is this with Weapon Mods Expanded?
    1. PistolPayback
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      Yes, but there's a bug right now that causes weapon mods on vanilla weapons to not detach properly. 
    2. DaNuggz
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      meh, most vanilla weapons dont really need their mods detached. But i appreciate the reply and i hope this gets picked up by weapon modders
    3. roomerro
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      I'm really hoping this is what brings people back to WMX. Thanks for all the hard work.
    4. DaNuggz
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      i still use WMX. I dont get why ppl would rather have the mesh fix over being able to mod almost every gun in the game minus a few uniques
  4. niyakosan
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    I'v got really unpleasure "bug" - every time when i saveload game all weapons that uses weaponsmith system lost theyr durability becouse all the installed weapon mods reinstall in the moment of loading save
    Example: i'v got the magnum .44 WAP that has some attachment that add durability and every time i load it goes from 100% to 67% 
    Same thing with rd-704
    Is there any way to make weapon don't lose durability when install weapon mods? 
  5. ForgotMyPassword2
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    using this mod makes my B42 optics shaky, and enabling the non-shaky option in the MCM reverts scope behavior back to vanilla. Any idea how to fix this?
    1. PistolPayback
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      B42 optics is shaky regardless. That option could be a mod of its own. If it's not working, then you might be missing a requirement or something.
    2. alfaz62
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      I used the ingame b42 stability patch form this mod, and it is applying to my scopes now even after i turned the effect off
  6. linkman1234963
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    Whenever I remove a weapon mod from the weapon, it deletes the mod. I have to assume this isn't intended?
    1. PistolPayback
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      It’s an issue with vanilla weapons. Just use the vanilla mod menu with vanilla weapons atm. It’s fixed in the beta version on the discord.
  7. TRICH123321
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    For some reason i cant seem to get this mod to work. I'm using weapons that are compatible with this mod and i have all the correct requirements but it just doesn't work when i access a weapon workbench. Not sure what I'm doing wrong, would appreciate the help.
    1. PistolPayback
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      What happens when you click on the weapons bench?
    2. TRICH123321
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      Just opens up the vanilla workbench.
    3. PistolPayback
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      If the bench just acts like a normal work bench, then you have a conflict with another mod, or you're missing some requirements.
    4. TRICH123321
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      Must be a conflict, ill look into it. Appreciate the help
  8. jameson1223
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    Would love to have a vending machine that adds the weapon mods added!
  9. FelipeFerreira
    FelipeFerreira
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    I have a problem where the weapon mod is removed, the mod changes to "none" and I can't put it back, I have no idea what it could be
    1. brandoras21
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      Same here. Really love the mod though, hope this issue is fixed in the near future
    2. PistolPayback
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      It's just an issue with the menu itself. You can get around it by using the vanilla mod menu in the pipboy.

      It's only an issue with vanilla weapons, not Weapon Smith converted weapons.
    3. FelipeFerreira
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      Thank you, I have one more question, how do I get weapon mods?



    4. PistolPayback
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      Sense this is a framework, it's up to the mod authors to decide how their weapon mods are distributed. Most just add them to vendor leveled lists.
  10. hanzomagnus
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    first of all, thank you so much for your hard work.
    that being said, i tried to use this mod but for the life of me i can't make it work. I open the mod menu from within the pipboy using the E key and from the workbench but i just can't interact with it, i just see the menus but i'm pressing every key on my keyboard but nothing happens. Any sugestions?
    PS: i tried it with the AKM assault rifle.
    1. PistolPayback
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      The controls are in the MCM. Everything in that menu is controlled with the mouse by default. Scroll wheel and left click.
    2. hanzomagnus
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      I'm sorry, my main language is not english, what is MCM? I tried every key, i tried scrolling up and down, but not even the mouse is visible in the mod menu...
    3. EntombedMetal
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      You need to make sure this mod is installed. What MCM does is allow you to easily change a mod's settings ingame.
  11. SpartanISW108
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    I've read through all the comments and the description and some of the Wiki

    Do I need to create new weapon mods in the GECK to match each attachment slot I'd like to make for this mod?

    I'm trying to understand the setup and GECK work required for creating weapon mods compatible with this

    Thank you
    1. anonx1987
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      you dont it can all be done in the globals ini.

      doing it in the geck however let you change the icons.
    2. SpartanISW108
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      And the mod kits will be automatically distributed to vendors without any additional work required?

      I've not really experienced any of these espless mods before as I've just recently got back into modding after a hiatus 
    3. PistolPayback
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      You use the $LeveledList function to add them to the leveled list you want. You can check out other WS mods to see how it's implemented.
    4. SpartanISW108
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      Hi, thanks for the replies

      I've read through the Wiki a bit more to try and understand how I'd make a weapon I'm working on compatible with this framework and I'm just wondering if the "$MoveNode:" function would be what I'd need to use

      I have a weapon with two different styles of buttplates that are different lengths which I want to set up to be selectable as an attachment slot,
      but as they're different lengths that will affect the stock's positioning. Would I be able to use that function to move the positioning of the stock attachment based off of which buttplate I have selected, or would I need to create duplicate repositioned stocks dependant on which buttplate I have selected

      Thank you again, this mod looks really cool, I'm just trying to wrap my head around how to set it all up in an efficient manner
    5. anonx1987
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      yes
    6. PistolPayback
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      Yeah, you can use $moveNode to adjust the position of anything on the model. So if you have buttplate attachments, you could use moveNode as a trait inside buttplateX to move the entire WMSlot_Stock node over a little bit. This means anytime you equipped a stock, it will be translated to the new position as long as buttplateX is attached.
    7. SpartanISW108
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      Thank you for the replies it's really helped me wrap my head around this

      Just one more question for the $MoveNode and the $Hidden functions

      Am I able to move/hide nodes within the attachment .nif or do they relate to the entire attachment .nif

      E.g in my previous example of the buttplates, they are made up of two NiTriStrips attached to a node, the buttplate and a slingloop. I want to make it so the sling loops are visible when using no stock option, but then have them hidden when attaching a stock to avoid clipping 

      Thank you again 

      Edit: I couldn't see anything about changing ammo type, so I don't know if that's possible or not in this mod? I'm trying to make vanilla weapons with the customisability of games like the gunsmith on MW19, so I don't think I'll be able to include a rechamber option in the mod I'm making will I?
    8. PistolPayback
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      Should reference the riot shotgun, and the RD-704 on how they do things.
      https://www.nexusmods.com/newvegas/mods/84296?tab=files
      https://www.nexusmods.com/newvegas/mods/84010

      You can use a clone modifier to change the ammo type. $Hidden is more for hiding things from the menu, not on the weapon itself. If you want an attachment to hide some bits on the weapon, you could just include them inside that set of attachment nifs.
    9. SpartanISW108
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      I've referenced both the files you linked and I think the best course of action would be to create a new category of attachments for the sling loops that's hidden from the menu that I can then use the "$RemoveOption" function on when a stock option that would cause clipping is selected, or would that cause the UI to have a category with nothing in it?

      I'm trying to find the best way to optimise the mod I'm making so that I don't have to add more models that do the same thing when I can just use mod functions 
    10. PistolPayback
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      You could do it like this, but there would be no way automatically re-enable the sling. Users would have to manually re-attach the part. I'd suggest including the slings inside the stocks attachment nif. Unless you want the slings to be a modifiable part, then removeOption is your best bet.

      If you're trying to make something very specific and you know how to script, there's the $OnAttachScript events. Every aspect of WS is scriptable, including the menus, and attaching parts. You'd pretty much be able to make the system behave however you want for that specific weapon.
    11. SpartanISW108
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      Oh okay I see. That won't work how I envisioned if that's the case then

      Could the $OnAttachScript be used to show/hide NiTriStrips within the .nif file? Because that's essentially what I'm trying to do as I only want two different buttplate options and not have other variants that are just the same thing but without the sling loops as I feel that would unnecessarily clutter the UI as well as being pretty ugly visually as that would allow users to select an option that has a broken looking texture

      To help visualise what I'm trying to do, I'm trying to make the Fallout 3 assault rifle with more customisability, so I'm using the Infiltrator's buttplate which has the screws on the back of it as the base "no stock" option, but I also have a shorter variant of that.

      So I have the 2 buttplates as selectable attachments.

      But then I have 3 different stocks as attachment options too, but two of the stocks have clipping with the screws part of the buttplate attachment. I'm trying to avoid cluttering the UI and having the buttplates attached to the stock's nif would mean I'd have the same stocks appearing twice in the UI with the only difference being the buttplate attached to it. Or is that going to be my only option here

      Trying my best to make it user friendly without having too many of the same options as I'm already going to be including different stock positions for the retractable stock

      Thank you for your response 

      Also thank you for this mod too. Seeing this mod come out is what I inspired me to start modding again. This is such a QOL mod and I'm blown away that this has even been made possible 
    12. SpartanISW108
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      Hi there

      So I've done some tinkering around and I've managed to get the parts I was having trouble with working how I wanted them to by adding the parts I wanted to hide as a separate attachment that's set to $Hidden: 2 in conjunction with using $ScaleNode: 0  and $MoveNode translations and it works pretty much as I was asking about. Hiding parts of the model when certain attachments are added but not removed entirely

      However: it still shows like this in the menu. Is there any way I can hide this attachment menu as it only has the one mod within it and it's pretty needless to be able to pick between option 1 or option 1 in the menu. I did try looking through the Wiki to see if I could find a script-based solution for toggling the "Hidden" flag on NiNodes within .nif files but I couldn't seem to see anything on there

      Spoiler:  
      Show
    13. PistolPayback
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      If you set all the attachments in a slot to hidden:2 it should hide the entire slot from the menu. If not, make sure you don't have the none attachment setup for that slot.
    14. SpartanISW108
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      Thanks for the response;

      That's the only attachment I've set up for that section of mods

      So my globals.ini has 
      $EditorID:
      $Name:
      $Attachment:

      And my attachment.ini has
      $EditorID:
      $Attachment
      $Hidden: 2
      $_Base

      The only other things that interact with that slot is the buttplate mods, they use "$MoveNode: WMSlot_Sling Loops" to translate the node for the two different sizes and the "Stocks" attachment slot uses ”$ScaleNode: 0 and $ScaleNode: 1" to show/ hide the sling loops based on if it would cause clipping or not
    15. PistolPayback
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      You don't need these inside of your attachment.ini unless you want it to overwrite these values from your global for that specific weapon.
      $Attachment
      $Hidden: 2
      Try moving $Hidden:2 into your global.ini for that attachment. The only reason a slot would show in the menu is if it still has a valid option for that slot. If that doesn't work, try $Hidden:1 without the build requirements in your inventory. I can help you more on the discord if you need it: https://discord.com/invite/TftRd2jDcc
    16. SpartanISW108
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      I've now altered the attachments.ini to only display the mods name and put all main logic and data on the globals file and still has the tab visible despite $Hidden flag could it be because it's listed as a $_Base attachment?

      I'm currently ill so my head hurts too much to apply the logical part of my brain so I'm taking a break from setting this up. But I have joined the Discord so I'll have a poke around/ ask around on there tomorrow

      I'm really happy with the results I've got thus far though, just trying to work out optimisations and use friendliness to not have duplicate entries is hurting my head

      I've endorsed the mod too as I think this is truly groundbreaking work you've done here. This mod has inspired me to mod again and learn a bit more 😊