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Several mod weapons using the same file names for animations and scripts


Cropgun

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Several downloaded weapons are using the same file names for scripts and animations.

 

The mods in question are

 

Chinalake and Holorifle

 

M1 Garand

 

M2045 Magnum revolver

 

MTs-255 revolver shotgun

 

 

ChinaLake, M1 Garand, and M2045 Magnum revolver all are trying to use their own persistantsubgraphinfoandoffsetdata.txt file under animations.

 

M1 Garand and Mts-255 Revolver shotgun are both trying to use scripts\weaponllinject.pex

 

 

Obviously I could just pick which weapon I want to be in the leveled list and that would solve that conflict, but how should I solve the animation conflict? I don't want to have two weapons with screwy animations.

 

The animation conflict is a text file. Maybe copy/paste the info from all the weapons and make a ghetto patch?

 

I have FO4 Edit but I am a super noob with it still. If this is an easy fix in FO4E please Explain like I'm 5 years old.

 

Thanks in advance for any advice!

 

 

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Several downloaded weapons are using the same file names for scripts and animations.

 

The mods in question are

 

Chinalake and Holorifle

 

M1 Garand

 

M2045 Magnum revolver

 

MTs-255 revolver shotgun

 

 

ChinaLake, M1 Garand, and M2045 Magnum revolver all are trying to use their own persistantsubgraphinfoandoffsetdata.txt file under animations.

 

M1 Garand and Mts-255 Revolver shotgun are both trying to use scripts\weaponllinject.pex

 

 

Obviously I could just pick which weapon I want to be in the leveled list and that would solve that conflict, but how should I solve the animation conflict? I don't want to have two weapons with screwy animations.

 

The animation conflict is a text file. Maybe copy/paste the info from all the weapons and make a ghetto patch?

 

I have FO4 Edit but I am a super noob with it still. If this is an easy fix in FO4E please Explain like I'm 5 years old.

 

Thanks in advance for any advice!

 

 

 

Test them in game before making a patch, super simple to do if you're using MO2 - not sure about other managers. As for actual testings: Do not load a save. At the main menu, in the console, enable god mode, coc into a cell of your choice (like GoodneighborWarehouse02 or BostonPublicLibrary01), give the default character the weapon and its ammo, and shoot at things. (do NOT save) Then re-do for each mod you want to test. Takes like 10 - 15 minutes tops. Plus shooting things for tests is nearly as much fun as an actual playthrough. If they don't work, search for a patch. Someone might have already done it for you. Or do that first. Whichever you prefer.

 

weaponllinject is a part of a modders resource for script injection into the level list. Papyrus scripts are designed to be reused. The mod authors should have used their own quests to modify the properties. Look under quests in each mod with xEdit and make sure the injector quests are named something differently. They should be the only quests those mods have going on.

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