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Help with Weapon Mods Expanded (WMX) conflicting with another mod?


GunNutMerc

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So WMX conflicts with this other mod I have installed.
https://www.nexusmods.com/newvegas/mods/36492
Without WMX installed, the weapon fires like this.
https://gfycat.com/WideeyedRemorsefulBellsnake
With WMX, it fires like this.
https://gfycat.com/MiserlyWildFiddlercrab

I've tried creating a merged patch, uninstalling the conflicted mod, reinstalling, loading the mod before WMX, and nothing has worked.
I have some experience with the GECK, so is this something I could fix there? Like with meshes or something?

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So if I understand the situation correctly, your problem is that you are getting thrown into "iron sights" FPV mode (while in TPV) before the TPV firing animation? You aren't actually using the "RMB" to "aim" when that happens, just clicking the "Fire" (LMB) command?

 

If that is correct, then the problem is less with WMX (which does add "iron sights" to some vanilla weapons that don't have it without that mod) than some other mod you have added to your "load order" which is automatically activating "iron sights" aiming whenever you attempt to fire, such as "Auto Ironsights", or some animation replacer.

 

If you can't figure out which is causing that on your own, post your "load order" (preferably from LOOT or your mod manager) in "spoiler tags". See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags".

 

-Dubious-

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#Mod_Priority,#Mod_Name
"0062","22LR Varmint Rifle - Restoration"
"0092","22LR Varmint Rifle - Restoration WMX Patch"
"0093","Advanced PowerArmor Mk II"
"0059","AK-112 Assault Rifle"
"0033","Armored Vault 13 Jumpsuit - Buffed stats"
"0085","Automatic Weapons Fix - Minigun-Gatling-Chainsaw and more"
"0073","Better Pickup Prompt"
"0015","Chinese Stealth Armor Fix"
"0074","Choose Lockpick or Use Key"
"0030","Clarity - An Orange Tint Remover"
"0088","Classic Deathclaws - CVD Retextures"
"0089","Classic Geckos - CVD Retextures"
"0012","Classic Wattz 2000 Laser Rifle by Joefoxx"
"0041","Closer to Classics - Stronger Bozar"
"0022","Collision Meshes"
"0023","Collision Meshes Update"
"0070","Commando perk improved - damage bonus"
"0054","CONELRAD 640-1240 - Civil Defense Radio"
"0032","Cyborg Perk"
"0078","Desert Combat Armour"
"0079","Desert Combat Armour Sleeved Fix"
"0071","Diagonal movement"
"0072","Diagonal movement Ragdolls Fix"
"0076","Distributed Combat Armour"
"0008","DLC: CaravanPack"
"0007","DLC: ClassicPack"
"0006","DLC: DeadMoney"
"0005","DLC: GunRunnersArsenal"
"0004","DLC: HonestHearts"
"0003","DLC: LonesomeRoad"
"0002","DLC: MercenaryPack"
"0001","DLC: OldWorldBlues"
"0000","DLC: TribalPack"
"0094","Fallout Classic Fonts"
"0096","Fix Hit Lines"
"0050","FNV - PCIDLES"
"0017","FNV Classic Worldmap"
"0016","FO3 Experience Gain Sound"
"0075","FOV Slider"
"0013","Glowing Parts Fix"
"0031","Gun Follows Crosshairs in First Person"
"0069","Gunslinger perk improved - damage bonus"
"0081","Heartache by the Number Fix - Friendly Van Graffs"
"0010","JIP LN NVSE Plugin"
"0061","JIP MiniMap"
"0068","Laser Pistol Animation Fix"
"0090","Less Green Scope Optional Fix"
"0052","Lonesome Road Duster"
"0053","Lonesome Road Duster DT Buff"
"0095","Manual Reload NVSE"
"0028","MCM BugFix"
"0082","Melee Reach Fixed"
"0084","MidWest Power Armor PN Visor"
"0083","MidWest Power Armor Professional Edition"
"0098","Miguel's Stuff"
"0060","Mojave Wildlife"
"0051","New Vegas - Enhanced Camera"
"0047","New Vegas Extended Map Markers"
"0040","New Vegas Uncut - Outside Bets"
"0035","New Vegas Uncut 1 - Rotface to Riches"
"0036","New Vegas Uncut 2 - A Koch and Bohr Story"
"0037","New Vegas Uncut 5 - A Wilder Wasteland"
"0038","New Vegas Uncut 6 - If It Wasn't For Betsy Remastered"
"0039","New Vegas Uncut 7 - Pacers Gambit"
"0064","No Blur Menus and UI"
"0048","No Weapon Wobble"
"0097","NPCs Can Miss"
"0009","NVSEScripts"
"0020","PN-WMX Combat Shotgun Fix"
"0018","Project Nevada"
"0019","Project Nevada - Extra Options"
"0091","Project Nevada - WMX Support"
"0066","Ragdolls"
"0067","Ragdolls Fix"
"0044","Ranger Helmet Neck Cover"
"0065","Ranger Sequoia in NCR Safehouse"
"0080","Remnants and Ganon Family Tesla Helmet NO -1 CHR"
"0058","Remove Camera Movements from 1st Person Animations"
"0029","Removeable Pip-Boy Glove"
"0045","Riot Gear Helmet Neck Cover"
"0057","Service Rifle - Reflex Sight Mesh Fix"
"0056","Service Rifle Mod - Reflex Sight - Restoration"
"0077","Sleeved Combat Armour"
"0049","Steel T-51b Power Armor"
"0027","The Mod Configuration Menu"
"0011","The Weapon Mod Menu"
"0043","UIO - User Interface Organizer"
"0042","Ulysses Bark Fix"
"0046","Uncut Wasteland"
"0024","Unofficial Patch Plus"
"0025","Unofficial Patch Plus Addendum"
"0026","Unofficial Patch Plus Project Nevada Patch"
"0087","Vanilla Loading Screens HD"
"0086","Vanilla UI Plus Revelation (New Vegas)"
"0063","Varmint Rifle Rechamber to .22lr"
"0034","Vault Suits Retextured"
"0014","Weapon Mods Expanded - WMX"
"0099","WMX-Classic Wattz FIX"
"0055","WND - Weapon Name Display"
"0021","Yukichigai Unofficial Patch"

 

 

Here's my load order, and no this isn't a problem with getting thrown into iron sights mode. My bad for not specifying it but rather whenever I zoom in (RMB) with the weapon and then fire (LMB), that bug happens where the weapon gets pushed in my face with WMX installed. I know that it's WMX causing the problem because I started a new vanilla save today with only the laser weapon mod installed and it worked fine (as seen in the first gif). I played the same save again only with WMX installed this time and that's when things started going downhill from there. That second gif is from a different play through but it shows exactly what I experienced in my vanilla save when I installed WMX, I just happened to have the gif already when I made another thread like this. I'm thinking that this has something to do with the animation files being overidden? The Wattz mod uses the exact same firing animations as the standard vanilla laser rifle, and WMX changes up the laser rifles by giving them iron sights and a new iron sight firing animation as opposed to the zoom and fire as seen in this video:

https://youtu.be/z43oolHNyWk?t=3

I still dont understand how the IS firing animation manages to get overidden despite the things I did like the merge patch, loading before WMX, etc. Even in the GECK, the weapon has the "Dont use 1st person IS animations" tab checked.

Edited by Spooderdude
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That load order is not sorted correctly. An incorrectly sorted "load order" causes all sorts of unexpected problems, so fixing it is a fundamental step.

Please see the 'Vanilla "Load Order"' and 'Third Rule: The Rule of One' entries in the 'First Timer Advice' section; and 'Common Game Problems' section, of the wiki "FNV General Mod Use Advice" article.

I recommend you read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to mod FNV or it's been more than a year since you last did so.

"Where the weapon gets pushed in my face" it is either because you are using a "scope" or "iron sights" when you <RMB>. If you just <LMB> (fire) in TPV, then you don't get the weapon "pushed in your face" (which is FPV). Please see the 'Issue: Aiming - " entries of the 'Solutions to Graphics problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. The TPV "zoom and fire" effect is controlled by the FOV, so check out the "FOV Slider" mod mentioned in that section.

 

What your tests have shown is that WMX is adding "iron sights" to that weapon, and consequently is acting as expected. That particular weapon has it's "sight aperture" in a narrow band in the middle of the block portion, so your targets are (intentionally by design) obscured. You can turn off "True iron sights" in game, but it sounds like what you want is just to revert that particular weapon to not use "iron sights" so you remain in TPV. In which case loading your "Classic Wattz" mod after WMX (i.e. "Rule of One"), or editing your "bashed/merge patch" file so it's the "winner" in FNVEdit should get you the version without "iron sights".

 

Animation replacements replace "mesh files" with the ".kf" extension, so they are not affected by a "merge patch" (which resolves conflicting "records"). Whichever file is installed last "wins".

-Dubious-

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