Nytram Posted January 6, 2011 Share Posted January 6, 2011 Id love a mod that gives the Hunting Rifle scope the same reticule that is used on the Antimaterial Rifle, as sniping in the dark is rediculously hard with its normal black reticule and the red lines from the Antimaterial Rifle scope reticule would make it a lot easier. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 6, 2011 Share Posted January 6, 2011 you could easily make this yourselfit's a truly easy matter, and i could tell you just how to do this, if you want toif you do want me to tell you what to do, please say if you have any experience with the GECK or not Link to comment Share on other sites More sharing options...
Nytram Posted January 6, 2011 Author Share Posted January 6, 2011 you could easily make this yourselfit's a truly easy matter, and i could tell you just how to do this, if you want toif you do want me to tell you what to do, please say if you have any experience with the GECK or not i dont, not really. i did get it when i was trying to make a mod from other mods for myself, but i couldnt get to grips with it Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 6, 2011 Share Posted January 6, 2011 well, like i said, the change you wanted to make, is really easy to makeso i'll explain to you, step by step, what to do, so you can do this yourself first, open up the GECK, click File -> Data, check the main FalloutNV.esm, and if you have any mod that changes these weapons, check it as wellnow, i would assume that you don't want to change any plugin you have (so you will create a new one)if you do want to change a plugin, just check it, then click on Set as Active Filethen click OK, and let the GECK load now, in the Object Window or the left side of the GECK, click Items -> Weapon -> weapons -> 2handrifleyou should now see a list of all the weapon using the 2handrifle animations (which includes both the hunting rifle, and the anti material rifle)find the anti material rifle in the list, right click on it, and choose Editdo the same for the hunting riflenow you should have both guns' windows in front of you on both windows, switch to the Art and Sound tabat the bottom of it, is a box titled Has Scopeall you need to do, is set the path of the hunting rifle's scope, to use the scope of the anti material rifle once you have done this, just saveif you have not selected any file as active, just name the plugin as you wish, and save itthen just check the new plugin in FOMM, run the game, and you should see the change done :thumbsup: like i said, it's really easy to do, and i'm sure this will work for you Link to comment Share on other sites More sharing options...
Nytram Posted January 6, 2011 Author Share Posted January 6, 2011 ok that looks simple enough and easy to follow :) - im guessing theres a seperate geck for NV i need to get first though right ? Thanks for taking the time to help me :) Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 6, 2011 Share Posted January 6, 2011 yes, there is a different GECK for New Vegas that you needi think that you can just google Fallout New Vegas GECK, and you should find it quite easily and don't mention iti'm always glad to help, when i can Link to comment Share on other sites More sharing options...
Nytram Posted January 6, 2011 Author Share Posted January 6, 2011 (edited) Ok - got the new geck and was folloing your instuctions but the geck wont let me alter the nif from - interface\HUD\germanscope.NIF to interface\HUD\mildotscope.NIF by typing or by copy/paste and i cant find the directory it uses to point it to the other nif file - im now very confused :( I mainly use Launius and Nyarlotheps Proper Hunting Rifle but as this is modded by the normal hunting rifle mod kits then the scope change should carry over? or would that need to be altered as well ? (when i make that the active file their rifle is the only one in the 2hrifle list) Edited January 6, 2011 by Nytram Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 6, 2011 Share Posted January 6, 2011 (edited) oh, i forgot one major part of thissorry :sweat: i forgot that you will need to extract this specific file from the BSA, in order to make the change you need to open the meshes BSA (double click on it, and FOMM should open it)then you need to find the specific new nif that you are looking for (the mildotscope.nif) and extract itthis is something that you need to do, as it appearssorry i forgot about this...... after you do this tiny extra step, you should be able to finish the process as for your update question, i'm not sure that the change will carry overbut if you make the changes into that mod you mentioned (make it the active file), then the changes will work Edited January 6, 2011 by WastelandAssassin Link to comment Share on other sites More sharing options...
Nytram Posted January 6, 2011 Author Share Posted January 6, 2011 cool :) thanks again for the help - got the file to register on the normal HR so ill open up my game and see if it trasfered and if not repeat for the other :) - I gave you Kudos for your help, not much but its gotta count for summat :) Link to comment Share on other sites More sharing options...
WastelandAssassin Posted January 6, 2011 Share Posted January 6, 2011 not much?? this is more than i usually get, and it's very welcomebut even a simple thank you works for meas long as i know i was helpful, it's another load off my chest :biggrin: Link to comment Share on other sites More sharing options...
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