You've probably found it by now, but follow the railroad tracks on the east side of Nipton, going north will bring you to an old station where some prospectors are camping. You'll find it.
Great mod! Though I discovered a problem: the rifle you get from using the schematics doesn't appear to be the correct railway rifle. Incompatible with the included ammo type. I do not have Project Nevada, TTW, or anything else that adds it in afaik. I had to do some sleuthing and console command-ing to get the correct weapon.
edit: Yep, the schematic seems to produce a version that doesn't work. I checked FNVedit, everything mod side seems inline. Very, very strange, especially since it didn't do this the first time I installed it.
edit again: Can confirm if this is happening, it's a conflict with another mod, particularly if you've got an ESM with a Railway Rifle. I do. Having a hell of a time making it work.
Final edit: It was a conflict with another mod that added the RR, mods works fine without that other mod (or with editing in xEdit). Just added it for my current play through again. Confirmed works perfectly! Choo Choo!
Hi; this was a while back, turns out it was conflicting with another mod that also adds the railway rifle, the one that lets you restore the railroad. I believe I wound up cutting out the weapon from that mod and keeping this one, I eventually got it to work. I believe I added it to a later build without that mod and it worked just fine. I don't remember trying to drop it.
Edit: I just added it to my current playthrough, works flawlessly.
In case the schematics & the spikes don't spawn (like in my case). Use this command: player.additem [code] 1 Replace "x" with the order of the mod (use FNVEdit to see the order). 33bca railway spikes schematics (will go in Notes section) 0x000ade railway rifle 0x000dbc railway spikes (ammo)
the readme is in a weird file type, i just wanna know where to find or item id, thank you for this mod i've been finding spikes all over for the weapon
Actually, I already found the schematics and made the weapon. Looks amazingly great, but (I don't know if anyone will read this) I have an idea. In the Reloading Bench, you (the creator of the mod) could create a recipe for making Railway Spikes. It would be great. Very useful, actually.
It's a minor thing but I was wondering if anyone knows how to increase the duration of the pinned head/body parts to be visible on the wall... the pinned head/body part(s) disappears after only a few seconds
98 comments
edit: Yep, the schematic seems to produce a version that doesn't work. I checked FNVedit, everything mod side seems inline. Very, very strange, especially since it didn't do this the first time I installed it.
edit again: Can confirm if this is happening, it's a conflict with another mod, particularly if you've got an ESM with a Railway Rifle. I do. Having a hell of a time making it work.
Final edit: It was a conflict with another mod that added the RR, mods works fine without that other mod (or with editing in xEdit). Just added it for my current play through again. Confirmed works perfectly! Choo Choo!
Edit: I just added it to my current playthrough, works flawlessly.
Use this command:
player.additem [code] 1
Replace "x" with the order of the mod (use FNVEdit to see the order).
33bca railway spikes schematics (will go in Notes section)
0x000ade railway rifle
0x000dbc railway spikes (ammo)
Thanks.