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LonesomeCoyote

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Well, you should be hit once you're stood before it. So I'm guessing...I don't know, really. Assuming you followed my screenshots exactly, and the test gun is at 70 Z, and none of this is being affected by other mods, and you've correctly changed the script to fire the BB gun, I can't think of anything, really. I use YUP as well, so if it is affected by that, it's affected for both of us.

 

If it helps, my test gun is exactly here:

https://prnt.sc/ivhtkd

 

You haven't by any chance been saving your file with the game open, have you? Kind of a long shot but nothing else is coming to mind. I wouldn't expect this to be an archive invalidation problem, but you can go ahead and toggle that just in case.

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No I haven't been using CK and the game at the same time. I use Mod Organizer and over 900 mods (merged of course) so Archive Invalidation is definitely on. The only mods I have on are YUP, my mod which just has ammo weapons and projectiles, plus my little Gun Range and DarnUI. About to load into Doc Mitchells to try to obliterate him with BBs, stand by.

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https://prnt.sc/ivi8dl - Activator

https://prnt.sc/ivi8or - Script

https://prnt.sc/ivi8y2 - Script Overview

https://prnt.sc/iviac7 - BB Projectile

 

Also I removed Supersonic after taking that photo. That only deals with sound though, shouldn't have anything to do with this. BB's are definitely not supersonic...

https://prnt.sc/ivigkm - CK 1

https://prnt.sc/ivigge - CK 2

Edited by LonesomeCoyote
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I have no idea...

 

I'll do a bit more experimenting here to see can I make it not work, but this is strange.

 

I've heard MO can be a bit dodgy, so my other long shot is maybe a mod is affecting it even though it isn't supposed to be loading that mod?

 

Or maybe something has altered the mesh of the trap shotgun? Not sure how MO works, but maybe if the mod was just meshes, MO didn't turn it off correctly?

 

Try making the test gun fire various different types of rounds via console (you need the numerical base ID of the gun you want to simulate, then in the console click on you click on your gun, and type FireWeapon <weapon base ID> ; I've never tried it, but that ought to work).

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Okay, I lied, I have NMC Texture Pack on as well, but literally, that is the only mod checked on my mod list aside from mine, YUP and DarnUI. If it isn't checked MO doesn't load it as it's not included in the file tree. MO is amazing. It creates independent directories for every separate mod and loads them in the order your dictate. It even shows you overwrites and conflicts for files, such as meshes, textures and sounds. This allows you to determine what you want to overwrite what by changing the file hierarchy.

Edit: I also have NVSE, JIP LN NVSE, NVAC and NVSR active, but those shouldn't have an bearing on this.

Edited by LonesomeCoyote
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I know that's how MO is supposed to work, but I've trouble-shot a lot of games where MO was the problem, and using FOMM or NMM fixed it. Could be user error, but the fact remains that MO was doing stuff these users didn't expect it to be doing, so it's difficult for me to rule it out whenever it's part of the equation.

 

But we'll ignore MO for now. NMC is all textures, no meshes. Honestly, if MO is working right, I have more mods than you and this is working for me. So, no animation mods or anything like that? Enhanced Camera? None of that, yeah?

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