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Weapon models misaligned


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I installed some animation mods by Onymaru, and now cirtain weapons are misaligned.

I have uninstalled the animation mods, even deleted the animation folder (the modded animations are gone) but the problem remains.

Vanilla weapons are all fine, I had the mossberg shotgun that was broken but fixed when I reinstalled Fallout 4.

Weapons affected are the "Caravan Shotgun" "WARS 1911" "Glock 19x" all of my other modded weapons are fine.

This is only in 3rd person, the weapons are all fine in 1st person.

As you can see attached in the picture, the parts are all over the place.

 

 

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  • 3 months later...

Thank you for the help. You are right it is mcgFemaleWalk.

I got the Glock patch, but I'm using other mods which are also getting messed up.

I looked on the mcgFemaleWalk mod page and found a Creation Kit fix but I realy can't make sense of it, there was also the following post:

 

-----quote start-----

 

For anyone having trouble with modded weapons, simply manually DL the mod and open it up in BAE (Bethesda Archive Extractor), then look for:

WPNWalkForwardRelaxed.hkx
WPNWalkForwardLeftRelaxed.hkx
WPNWalkForwardRightRelaxed.hkx

From either the "GripRifleStraight" or "Pistol" subfolders in: Data/Meshes/Actors/Character/Animations/weapon (Depending on which you want).

Then, simply pop the animations into the data/meshes/actor/character/animations/weapon/[WEAPON FOLDER NAME]/Player folder for your particular mod.

For example:

Data/Meshes/Actors/Character/Animations/Weapon/M1Garand/Player

 

-----quote end-----

 

However the broken weapons dont have folders in data/meshes/actor/character/animations/weapon so I can't drop the files there.

The only folders are GripHeavy, HuntingRifle, Pistol.

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Heyas SkyrimMods.

Ok, I'm sorry. It looks like we may have thrown you a bit further into the deep end of the pool, before you were ready for it.

Go ahead and manually download the mod, to a different folder on your computer.

Also download the archive extractor. https://www.nexusmods.com/fallout4/mods/78

 

Are you familiar with .zip files? They're basically a bunch of files, all rolled up into a type of folder, that is treated as a single file, called an archive.

Bethesda also uses this kind of file system for most of their graphics and FX files. However, in their case, they use a proprietary type, which used to be called BSA, and are now called BA2 (Bethesda Archive) files.

What you'll need to do, is use BAE to open the archive files from the mod, and then extract the contents of the BA2, so that they are now loose files, which you can then copy and paste into other areas of your computer.

 

Then you will need to open a new window, and navigate to the folder that your game is installed in.

Once inside your game folder, you need to navigate to the weapon folder, inside the Animations folder.

IF you don't have an Animations Folder inside the Character folder, you will need to create one. You can do so by having the window open to the Character folder, RIGHT click once, and then choose Create New Folder. And then simply name the folder Animations.

 

Repeat this process, as needed, creating the new folders inside the folders, naming them along the process of the tree listed by the author.

Until you get to the point that you are at the weapon that is being affected.

 

 

IF you don't have a folder named for that weapon, then the chances are, that it's using a Vanilla animation.

That's where it gets kinda dicey, because you're going to have to find the name of the animation that it's using. And then make a copy of the mod animation, and rename it to match the name of the vanilla animation. Then put it into your animations/weapons folder. Which will create an override for the vanilla file.

 

OR

 

You'll need to leave the files as they're named in the mod, and create a folder by the Name of the Animation that it's going to replace. For example: The folder that you have named HuntingRifle. I'd bet some real hard cash that those are overrides for the vanilla Hunting Rifle anims.

 

You will also have to, if you haven't already, make an edit to your .ini file. Which I posted a link with some info, here: https://forums.nexusmods.com/index.php?/topic/11545363-modded-textures-and-texture-swaps-do-not-appear/&do=findComment&comment=110375053

Different issue that he has, but same base problem.

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Hello StormWolf.

 

I have tried both of your methods, but couldn't get it to work. I couldn't find the right vanilla animations (I even used FO4edit to try and find which animations were in the weapons keyword list)

While trying to fix this problem I reinstalled Onymaru's mod to see it again, now that I know it wasn't the cause, and have decided to keep it instead of mcgFemaleWalk because I prefer the weapon animations and it's regular walk is still good. I will leave mcgFemaleWalk alone.

 

Thank you for putting in the effort to help me, it is much appreciated.

Also, you made me laugh by going from: directing me to a technical fix in your first post, to "now RIGHT click" in your second.

Don't worry, you are right, I'm not very good at this tech stuff.

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Heyas Skyrimmods :)

Well, I'm sorry to hear that the mod you were working on, couldn't get straightened out :( But, relieved that you have an alternative that does :)

No problem at all. Always glad to try to help out, and try to teach when I can :)

Hahaha, I'm glad to give you a laugh, especially during something tedious :D Yeah, I did several years working as a phone tech support, so I try to give information as simply worded as possible

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