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Weapon Mesh Improvement Mod


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#21
RoyBatterian

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In response to post #60535982. #60536242, #60536837, #60542907 are all replies on the same post.


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There's no animation data in furniture except the pod loungers, so what you are saying makes little sense.

#22
RoyBatterian

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In response to post #60539437.


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HYPE

#23
RoyBatterian

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In response to post #60536672.


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It was a lot of work for sure.

Mill fixed any geometry or uv issues, probably none of the rest of the problems though.

#24
RoyBatterian

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In response to post #60537007.


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Thank you, and you're welcome.

#25
corlagon37

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In response to post #60535982. #60536242, #60536837, #60542907, #60543227 are all replies on the same post.


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What he is talking about with NPCs and furniture is probably a navmesh issue I would guess.

#26
RoyBatterian

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In response to post #60535982. #60536242, #60536837, #60542907, #60543227, #60543987 are all replies on the same post.


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navmesh problems or idles, but I haven't seen NPCs do anything weird in F3/NV engine with idles or furniture, so no idea what he's talking about.

#27
GreyBeard00

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Hell Yeah!

#28
tgspy

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Is this compatible with CBBE and my uber high poly mods? Regardless, great work you magnificent bastard

#29

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Great mod, really outstanding fixes. If you're interested there are still some errors in VATS animations on revolvers that make projectiles eject too late and end up sending them off at 45° angles that I was desperately hoping this would fix.

#30
YanL

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In response to post #60538277. #60543212 is also a reply to the same post.


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How did you do then? Now I'm curious.




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