Jump to content

ilanaisatree

Supporter
  • Posts

    10
  • Joined

  • Last visited

Everything posted by ilanaisatree

  1. :O You did it!! I rushed back to the Lucky 38, pulled out Lucky, and thoroughly tormented my companions with it. So far the fix has worked on every gun I've had issues with, both in 3rd person and in V.A.T.S. This opens up a whole lot of possibilities, thank you! I made my own version of your mod to cover some of the guns from Project Nevada, WMX, New Vegas Bounties, and Devil's Mistress. They all work perfectly now. The main difference I notice in the AttackRight animation is that the guns stay fairly level. There's a lot more recoil in AttackLeft and Attack5, and I wonder if that's causing the issue. If the recoil bit of the animation happens even slightly before the projectile is launched, that would account for the accuracy being off the way it is. I wonder if there's a solution that would preserve the recoil in those animations without causing this problem. Maybe a tweak of the attack animations to push the recoil into a smaller interval? Or maybe the rates of fire and animation speeds are out of sync--I don't know enough about those to really say. At least with this I can stop using these guns as paperweights. Thanks again!
  2. It's not a stats issue, and I've tried adjusting the auto-aim in Project Nevada--it just makes my shots more precise, not more accurate. I'm convinced it must be a bug I just can't do anything about... which is really sad. The Fallout engine simply has something against style. *sniffles* I thought about using the 12.7mm, and I may even switch to it, but that'd mean starting from 0 in the Signature Weapons mod, whereas I now have a ton of kills with Maria. Or I may re-enable the kill cam and try first person shooting in bullet time as a compromise. Decisions, decisions... Thanks all for your help!
  3. I tried the Definitive Weapon Collection, and most of the handguns were inaccurate in V.A.T.S., just like Lucky. The Taurus Silhouette was particularly bad. Another problem I had was with the textures of most of the guns, which were rainbow-colored and splotchy, likely because I'm running on a low graphics setting. Of the weapons I tested that looked alright, the IMI Jericho 941 and the Kimber II Custom shot accurately, but the stats were almost identical to Maria's. This accuracy problem is really bugging me. It doesn't happen all the time, but there are certain conditions that seem to make it worse, like firing not far from a wall or with a ceiling overhead. The problem never seems to happen in 1st person. With some guns, I can fire at a wall, and bullets will fly up toward the ceiling, way off target. It's odd. I usually test it right outside the Lucky 38 since the bullets mark the glass on the doors, making it easy to see where they land. For testing V.A.T.S., I usually use my companions for target practice. Standing at mid-range with no obstructions and with 95% chance to hit, some guns miss every single shot.
  4. I absolutely love Devil's Mistress, and I wish I could use it, but it seems to have the same 3rd person aiming issues that made me get rid of Lucky. I haven't tested it extensively in V.A.T.S., so I'm just assuming those issues carry over, which may not be true. I really wish I could fix the accuracy bug, but I have no idea where to even begin. I'm still using Maria, since of all the weapons I've tested it seems the most accurate and precise. It's weak though, so I'm using the Signature Weapons mod by CyberSpyder to make it a little more practical against deathclaws. It's still not practical against deathclaws, but at least I die looking amazing.
  5. The mysterious magnum does look pretty, and I'll have to try it out. I've never actually managed to get it because I could never bring myself to hurt the Lonesome Drifter, but I think I have a plan... And hopefully it works in V.A.T.S. and 3rd person. *crosses fingers* At the moment I'm using Maria, and it works like a charm. There's no 3rd person / V.A.T.S. aiming issue whatsoever. And despite being a fairly weak weapon upfront, I was able to take out all the Vipers at Bonnie Springs with no issue, and I don't think the fight would've gone so well had I still been using Lucky. Thanks for the suggestions! I really wish there were a workaround for that aiming bug. :/
  6. Every character I make has her own trademark weapon, or at least style of weapon. My latest creation is a gunslinger, and for a while now I've been running with Lucky, which I think is a neat little gun. It's not too powerful, and it has an interesting design. I also like the feel of reloading one round at a time, even though it's liable to get me killed. The problem I'm having with Lucky is that the gun doesn't play well with V.A.T.S. or with 3rd person shooting. Bullets constantly fly high, and it's getting me killed or seriously injured in situations that should be no problem at all. I could stop using V.A.T.S. and simply play in 1st person, but I like the cinematics, so-- I was wondering if anyone could recommend a good handgun that they know works well in V.A.T.S. and 3rd person, or, better yet, a solution to the V.A.T.S. problem. From what I've read, a number of guns have this issue. From the Fallout wiki: Preferably something that looks more like art and less like a hollowed lump of iron. I'm picky. Rare ammo a plus, as long as I can craft it at a reloading bench.
  7. If you liked Willow from New Vegas, you'll probably love the Brisa Almodovar mod by RickerHK. It's obvious that a lot of work went into making this companion mod. She's integrated into parts of the plot (especially those involving Vault 101), and there are a lot of features, including camping, cooking, and support skills (lockpicking, science, repair, etc.). I usually prefer to travel solo, but she's so useful that I have a hard time leaving her behind. Another mod that looks promising but which I haven't tried yet is the Sydney Follower mod by drg6525. I'm looking forward to traipsing about the wasteland with one of my favorite NPCs.
  8. Problem solved! It took me a few days, and I'd actually given up on the original problem, but when I tried to edit a different mod in a similar way I figured out what the issue was. I had been trying to use a .esp as a master, and GECK didn't like that very much. For anyone else having similar problems, the following article was extremely helpful: De-Isolation Tutorial I used the bait-and-switch method described in the tutorial, and now everything works just fine. Wrye Flash was very, very useful.
  9. Backstory I've been customizing mods for only a couple of weeks now, tweaking things here and there to my liking, creating manual compatibility patches, etc. For the most part, I've been using FO3Edit extensively and avoiding GECK like the plague, but... I recently downloaded a weapons mod and I'm trying to make it compatible with FWE. I decided that I would create a script to add weapons to various FormID Lists from FWE (e.g, the type2 zoom list), rather than manually adding them one at a time. I've written the script, but as FO3Edit has no compiler, I'm trying to use GECK. Problem When I save my plugin in GECK to compile my script, a number of items in my plugin lose their relationship with the masters. I don't know how to word that less clunkily, or if it's even accurate... My plugin has a number of elements that were made specifically to override elements from the masters, as I didn't want to edit those directly. After saving my plugin in GECK, many but not all of those elements are now new, independent entities. They no longer override the master elements, nor have any relationship to them. In addition, the FormID Lists in my plugin have errors where they used to point to elements from the masters. It seems like GECK is ignoring my plugin's dependence on the masters when it saves, but not completely. Selecting those masters in addition to the active plugin when loading seems to make no difference. I'm sure I must be using GECK incorrectly, but all my searches have turned up nothing. Any help would be very much appreciated. Thanks!
  10. I looked at the Fallout 3 Animations Restoration mod and attempted to transfer the same files from the New vegas side to Fallout 3, but they didn't seem to work. Help? I couldn't stand the Fallout 3 running animation, so I found a way to copy the New Vegas one. This is probably overkill, and I'm sure there's a more concise way to do it, but it worked for me. 1. Copy all the *.kf files from your New Vegas data/meshes/characters/_male and data/meshes/characters/_1stperson folders (and subfolders) into the equivalent Fallout 3 folders. 2. Using FOMM, open the Fallout - Meshes.bsa in your New Vegas Data folder, and extract the /characters folder to someplace else. 3. Copy the *.kf files from the _male and _1stperson folders from that bsa and paste them into the equivalent Fallout 3 folders. When asked, do not replace anything. Again, I'm sure this is overkill, but it worked for me.
×
×
  • Create New...