quicksilverva Posted February 21, 2011 Share Posted February 21, 2011 ok. this is what it is: found a mesh/texture combo of the H&K PSG1 in an unused folder on my desktop, so for kicks i was going to put it in game to lug around picking baddies off. So i created a new rifle in the game by changing ONLY the name, editorID and model of the vanilla sniper rifle, everything else i left alone. when i went to try it out, found out that ONLY the .308, FMJ works like its supposed to. the .308, HP and .308, AP don't do a damned thing (set for 308ammolist). the gun will kick and the .wav file (or whatever format they use) plays, but no projectile is displayed, or hole is made in the ground is made when aimed and shot at. pulled out the vanilla sniper rifle, and all is well. switched back to the added rifle, same issue. im assuming the PSG model i found came from Einherjrar's 19th and 20th Century Weapons pack from Fallout 3, since its the only mod that ive used in the past that had it. are weapon meshes for Fallout 3 not compatible with New Vegas, or am i just missing somethin here???? Link to comment Share on other sites More sharing options...
Moraelin Posted February 21, 2011 Share Posted February 21, 2011 Well, it sounds like the mesh might lack a projectile exit node. Link to comment Share on other sites More sharing options...
Glenstorm Posted February 21, 2011 Share Posted February 21, 2011 (edited) OK, this is not directly related to the question at hand, but you might wanna change your font color. Edited February 21, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
quicksilverva Posted February 21, 2011 Author Share Posted February 21, 2011 Moraelin: i believe it does, since only the .308 FMJ round works (hole in ground when shot at) Glenstorm: shows up fine on my screen, but then again, im using a white background. lol. but since i cant see your screen, dont know what font color to change to Link to comment Share on other sites More sharing options...
Moraelin Posted February 22, 2011 Share Posted February 22, 2011 What round works is in the .esp, i.e., edited in the GECK. The projectile exit node, i.e., where the flash happens and bullet comes out, is in the .nif file. Easiest to check is to just load it in NifSkope and have a look. Link to comment Share on other sites More sharing options...
asdfzxc Posted February 22, 2011 Share Posted February 22, 2011 ok. this is what it is: found a mesh/texture combo of the H&K PSG1 in an unused folder on my desktop, so for kicks i was going to put it in game to lug around picking baddies off. So i created a new rifle in the game by changing ONLY the name, editorID and model of the vanilla sniper rifle, everything else i left alone. when i went to try it out, found out that ONLY the .308, FMJ works like its supposed to. the .308, HP and .308, AP don't do a damned thing (set for 308ammolist). the gun will kick and the .wav file (or whatever format they use) plays, but no projectile is displayed, or hole is made in the ground is made when aimed and shot at. pulled out the vanilla sniper rifle, and all is well. switched back to the added rifle, same issue. im assuming the PSG model i found came from Einherjrar's 19th and 20th Century Weapons pack from Fallout 3, since its the only mod that ive used in the past that had it. are weapon meshes for Fallout 3 not compatible with New Vegas, or am i just missing somethin here???? By "don't work" what exactly do you mean? Can you change ammo types? Do any ammo types behave as they're supposed to? Moraelin: i believe it does, since only the .308 FMJ round works (hole in ground when shot at) Glenstorm: shows up fine on my screen, but then again, im using a white background. lol. but since i cant see your screen, dont know what font color to change toDefault color is dark gray with white text. I don't know what you're looking at. Link to comment Share on other sites More sharing options...
quicksilverva Posted February 22, 2011 Author Share Posted February 22, 2011 By "don't work" what exactly do you mean? Can you change ammo types? Do any ammo types behave as they're supposed to?yes. the ammo types switches fine, FMJ -> AP -> HP, but when i try to fire either the AP or HP, its pretty much shooting blanks. only the FMJ actually "works". this was tested by aiming at the ground and shooting to see if a crater is made. FMJ - yesAP - noHP - no will post screens when i can Default color is dark gray with white text. I don't know what you're looking at. ah. ok. im set for white background, since it doesnt lag the computer im using to type this Link to comment Share on other sites More sharing options...
asdfzxc Posted February 22, 2011 Share Posted February 22, 2011 By "don't work" what exactly do you mean? Can you change ammo types? Do any ammo types behave as they're supposed to?yes. the ammo types switches fine, FMJ -> AP -> HP, but when i try to fire either the AP or HP, its pretty much shooting blanks. only the FMJ actually "works". this was tested by aiming at the ground and shooting to see if a crater is made. FMJ - yesAP - noHP - no will post screens when i can Default color is dark gray with white text. I don't know what you're looking at. ah. ok. im set for white background, since it doesnt lag the computer im using to type thisOkay, try this:Open up FOMM. Find your mod.Right-click on it. You should see an option labeled "Open in TESSnip".You'll get a window with a list of everything modified by your mod. See if you accidentally altered anything besides the sniper rifles. Link to comment Share on other sites More sharing options...
quicksilverva Posted February 24, 2011 Author Share Posted February 24, 2011 Okay, try this:Open up FOMM. Find your mod.Right-click on it. You should see an option labeled "Open in TESSnip".You'll get a window with a list of everything modified by your mod. See if you accidentally altered anything besides the sniper rifles. the only thing changed is the vanilla sniper rifle Link to comment Share on other sites More sharing options...
Brigand231 Posted February 24, 2011 Share Posted February 24, 2011 (edited) FMJ - yesAP - noHP - no Are you running CaliberX or another mod that might affect ammo? Check your FMJ/AP/HP entries and see if any have integrated projectile data in their entry. I'm guessing that your FMJ is being given one by a mod you have installed and the others are keeping their default entry of nothing. One way to fix this, if it is the case is specify projectile data for the other ammo types or on the weapon entry itself. There's also the JSP ammo type in that caliber, which should also be included in the ID list. Edited February 24, 2011 by Brigand231 Link to comment Share on other sites More sharing options...
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