0 of 0

File information

Last updated

Original upload

Created by

Deadlypen

Uploaded by

Deadlypen

Virus scan

Safe to use

Tags for this mod

38 comments

  1. JohnsonCereal986
    JohnsonCereal986
    • member
    • 1 kudos
    dude  please buy skyrim
  2. Hi! I assume if the bug is only present for me on one revolver from a mod, it means the problem is in the revolver meshes? Because your fix didn't help me. Thanks.
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      I just tried the mod on my end and it worked out of the box for me so that would rule out a missing node on the meshes. You might have another mod overwriting/overriding the animation files? If you're using a kNVSE set that includes 3rd person anims, that might also be it.
    2. Hi! Turns out it is a conflict. After a day of testing i've found that it is caused by 3rd Person Camera Overhaul.
      And it only happens with scoped revolver mesh, not the stock or long barrel mod. It happens when you switch from 3rd to 1st person mode with the gun in your hand. I've got no idea what is exactly wrong, i don't have necessary skills. Could you try to reproduce the bug now?
    3. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Sorry, I tried and couldn't reproduce the bug you're experiencing. Are you absolutely certain it's 3rd Person Camera Overhaul? That mod has absolutely zero animation (.kf) or mesh (.nif) files. I don't have your exact mod setup so it still could be a conflict from elsewhere (i.e. WMIM, Anniv Anim Pack, or the kNVSE set you're using for it). 

      If you are only disabling 3rd Person Camera Overhaul and aren't experiencing the floating speedloader on the scoped SuperMag (it didn't happen for me, idk why either), it is most likely a scripting/scriptrunner issue and beyond the scope of my capabilities as well. Best I can advise is to double check if your required plugins are up-to-date and maybe try using the camera mod I personally use, One More Dynamic Camera.
    4. Thanks for the help. I'm sure it isn't some incompatibility issue, since I've tested it on a separate profile with just those two mods and their requirements. I'll dig a little bit more into this later. Maybe it's some of my settings in the Stewie's tweaks or something like that. I'll report if i find something else.
    5. Hello again. After some further testing i've officially come to the conclusion that i have no freakin' idea what's going on. I've even threw the latest versions of those two mods and their requirements to the game folder and launched it without MO, making sure there can't be no interference from other mods and all the INIs are default - no luck, the bug is still there. But i've tried the other dynamic camera mod you've suggested and it worked fine. I think i'll stick with it, not that i need all the functions from the Quicksilver's mod anyway. So thanks for suggestion and for helpping me in the first place, many other authors would've just ignore my comment! Best regards!
    6. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Glad you were able to settle with something that works out for you! I am all too familiar with the madness-inducing feeling of troubleshooting bugs/crashes/glitches that seemingly I alone am experiencing.
  3. JamieOnToast
    JamieOnToast
    • supporter
    • 0 kudos
    Mod works great but it doesn't work with the No PipBoy in Power Armor mod. Whenever using the West Tek driver or power armor the speedloader becomes a constant problem.
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Unfortunately since that mod doesn't include animation files in its framework, I have no idea where I would even start in trying to make a compatibility patch for that, sorry.

      If you aren't too attached to that mod's specific features, you could try Universal Pip-Boy Customization, Power Armor Pipboy Remover, or YAPR - Yet Another Pipboy Remover and see if any of those work for you instead.
  4. poggerlogger
    poggerlogger
    • member
    • 0 kudos
    hi, hope you're still active lol. could you do a patch for quicksilver500's armed to the teeth?
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Hey, it's been awhile for me so due to the sheer number of animation .kf files included in the ATTT Redux, in addition to me having no idea how the mod works nor do I use it myself, I have limited my attempted fix to all the "1hpholster.kf" files (it's a tedious process). This should theoretically fix most of the speedloader issues if they do occur in the ATTT Redux. Give it a whirl. If it doesn't work, maybe report it as a bug on the ATTT Redux mod page.
  5. TheAwesomeTRex
    TheAwesomeTRex
    • member
    • 24 kudos
    I have to say that this is possibly the only one of these that I have ever seen work!
    I am pretty sure that I have experienced this bug non stop since the day I've decided to mod NV!
    But it especially seems to persist when using mods that scripts to weapons like DX Spread!

    Thank you for making this!
  6. Cocout152
    Cocout152
    • member
    • 0 kudos
    I've tried this mod and 2 other mods that are supposed to fix this issue but I just can't figure out what causes it. Unfortunately, none of these mods fix the issue for me. I've tried reinstalling or removing WRP, or downloading/removing WMIM; I don't even have WMX installed. I get the issue for 3rd person and 1st person. I do use hitman animations, but removing them doesn't do anything :(
    1. Cocout152
      Cocout152
      • member
      • 0 kudos
      Reloading or swapping to a new gun will make it go away temporarily. But when loading a new save, it comes back. It could be coming from hitman animations.... because I know someone who might've not had have the issue until using hitman season 1 & 2 packs, but not 100% sure.
    2. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      To my limited knowledge, this isn't usually an issue in first person as there are more checks in place in those animation files than in the 3rd person ones. Hitman's Season 1& 2 packs require/use kNVSE and thus shouldn't cause it either. Are you running any other animation packs that you know of? W.A.R. comes to mind as I haven't looked to see if the issue exists in that pack. Otherwise it may be an issue with the weapon mesh itself in which case more specifics are needed as well.
    3. Cocout152
      Cocout152
      • member
      • 0 kudos
      https://i.imgur.com/7SIc7wO.jpeg //1st person
      https://i.imgur.com/DTe26JD.png //3rd person

      Yeah the bug appears in both 1st person and 3rd person. I don't use WAR but I think I have used it in the past and I did remove it long ago. I don't think JAM causes it, but I didnt try disabling it tbf. Maybe it could be a load order issue as I usually just let Vortex automatically sort it.

      This is my load order (I know it says project nevada but its been disabled for a while):

      # Automatically generated by Vortex
      FalloutNV.esm
      DeadMoney.esm
      HonestHearts.esm
      OldWorldBlues.esm
      LonesomeRoad.esm
      GunRunnersArsenal.esm
      ClassicPack.esm
      MercenaryPack.esm
      TribalPack.esm
      CaravanPack.esm
      YUP - Base Game + All DLC.esm
      NewCalifornia.esm
      Asterra's Many Fixes.esp
      ISControl.esm
      SomeguySeries.esm   //Been disabled
      Project Nevada - Core.esm   //Been disabled
      Unofficial Patch NVSE Plus.esp
      YUP - NPC Fixes (Base Game + All DLC).esp
      LiveDismember.esp      //Disabling this didnt do anything
      Weapon Retexture Project.esp
      fallout3snipersound.esp
      The Mod Configuration Menu.esp
      HitLuckyReload.esp
      BulletTrails.esp
      NoWeaponLeftBehind-Deluxe.esp
      NewCalifornia Courier Stash Control.esp
      FOVSlider.esp
      JustAssortedMods.esp
      BLEEDNV.esp
      DNWeathers.esp
      NewCalifornia DLC Control.esp
      Zan_AutoPurge_SmartAgro_NV.esp    //Been disabled

    4. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      I was going to say that it might be WRP but you said you've tried enabling/disabling that in combination of enabling/disabling WMIM (the latest WRP requires WMIM iirc), so there's that. On closer inspection of your first person screenshot, it looks like your hunting revolver is using Hitman's 44 magnum animations, which at the time it was released I recall that being a weird quirk/bug people noticed in the comments. I suspect the your game is using Hitman's 44 magnum animations of the hunting revolver/ranger seq meshes aren't patched correctly to use them. If you have the know how, you can open the json file and remove the section referencing them and see if that fixes it. If that doesn't fix it, given your load order and no knowledge of what mods you have not using an ESP, it's a WRP/WMIM mesh issue.
    5. Cocout152
      Cocout152
      • member
      • 0 kudos
      I just took out WRP and WMIM and the vanilla textures are back. I set all 44 and police pistol ids to 0000 which I think disables the animations for them.  And the revolvers were back to their original animations but the issue is still there :( .  I really don't know what is causing it tbh. 

      These are all my non-esp mods (sorry I don't really know how to display them without screenshots):

      https://i.imgur.com/xWLGzYE.png
      https://i.imgur.com/U9hXrra.png
      https://i.imgur.com/bQ5Bea5.png
      https://i.imgur.com/jEye0n6.png
      https://i.imgur.com/WMUK7UL.png
    6. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Does this issue happen with ALL revolvers or only some of then? If some, which ones specifically? I'm honestly a bit stumped here too. At this point I can only recommend the more exhaustive options such as:
      1. Disable everything, see if it's present in your base game FNV. If it isn't then it's from a mod conflict I can't at a glance find. If it is, then something may be off in your base installation and may need to verify cache integrity or reinstall.
      2. Make sure your mods are up to date, at a glace it looks like your running a version a BLEED that isn't made to be compatible with Unofficial Patch NVSE +.
      3. Swap from Vortex and use MO2, I've read/heard of many people having inexplicable issues with various mod setups caused by Vortex being funky.
    7. Cocout152
      Cocout152
      • member
      • 0 kudos
      I'm just doing a fresh install of new vegas, I'm going to start using MO2 because at this point, I'm pretty sure its a load order issue. When I launched new vegas without mods, the issue wasn't even there. Thanks for the help though :)
    8. Cocout152
      Cocout152
      • member
      • 0 kudos
      So I did a complete clean re-install using MO2 and I think I narrowed it down to a KNVSE or ISController issue... It sounds weird because those mods would prevent this kind of issue? Whenever I use those two together the issue arises. If I disable knvse, but not ISController, the issue goes away. Same goes for other way around, no ISController but knvse is enabled, no issue. When both are enabled the issue arises. I also did test that when I have any animation mod like hitman season 2 with knvse on and no ISController, the issue appears, but if I use hit season 2 with ISController enabled, but no KNVSE, then the issue isnt there. Very strange, but this is all I can think that might be causing the issue.
    9. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      That's really odd and shouldn't happen as I run both together as well, ISControl is supposed to work with kNVSE since that is basically the point of it. Hitman's Season 1 & 2 don't work or even activate without kNVSE, and ISControl only adds an ##ISControl node to weapon meshes via script. I do have a few last things to suggest you try just to be sure though since it still may be something that has been overlooked.
      1. Open the Hit_Season2.json and delete the line referring to the hunting revolver specifically and save.
      {
      "mod": "FalloutNV.esm",
      "form": ["8F215", "8F214", "127C6C"],
      "folder": "Hit_44MagnumRevolver"
      },
      2. I'm assuming you're using Xilandro's "ISControl Enabler" and not the other one. Try downgrading to version 1.0 and also checking your kNVSE ini to see if all the fixes are enabled.
      3. When all else fails when I try troubleshooting a weapon not behaving correctly, try using a replacer mod in conjunction with the kNVSE set. So try installing the WWP Hunting Revolver mod or Tuxek's? and see if the bug disappears with those meshes.

      Good luck
  7. UncleCheesecake
    UncleCheesecake
    • premium
    • 1 kudos
    Hey-ya, can you make one compatible with this mod too?

    One Handed Weapon Holster Replacer
    https://www.nexusmods.com/newvegas/mods/52594
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Done, give it a whirl and see if it works. Tried to fiddle with as few files as possible.
    2. UncleCheesecake
      UncleCheesecake
      • premium
      • 1 kudos
      Thanks a lot! I tested it a bit and it seems to work.
  8. Franzpls
    Franzpls
    • member
    • 0 kudos
    Currently im using Anniversary Anim Pack and im having this annoying glitch constantly, should this work safetly or could break the animations?
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      I mean you can try it, should be easy to install with a mod manager like MO2 and have it placed under the Anniv. Pack to find out. As far as I know, the bug is related to "1hpequip.kf" and "1hpholster.kf" in the (_male) folder. I looked at the anniv. anim pack files and it doesn't have those files, so you may be getting a similar issue from something else.
    2. Franzpls
      Franzpls
      • member
      • 0 kudos
      Well just tried and made the bug worse :( Also just found out that on my loadout the only mod using those files is Titans of the New West, guess that´s the culprit.
    3. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      I could try patching those files from that mod when I get the chance, I don't use it myself so no guarantees.

      Edit: Looked at Titan's files vs. base game's, only file that they had in common that was missing a speedloader controller block was "1hpholster.kf" so I added it to them. Will upload them as optional test files, see how that goes.
    4. Franzpls
      Franzpls
      • member
      • 0 kudos
      Alright i gave it a go and the bug is still there but i think is less pronounced? I toyed holstering and unholstering a 44 magnum and sometimes it showed correctly without the speedloader, the bug only showed by selecting the weapon from the pipboy rather than using a hotkey. I would say is an improvement, cuz previously i´ve also encountered bug where the meshes of the gun got broken and screw up or something the reloading didn´t worked.
    5. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Hmm, I hadn't considered the pipboy since bringing it up is technically also an animation, but that's a 1st person animation which to my knowledge have more checks in place to prevent the speedloader glitch from even happening. 

      If you're up to it, you can toggle the animation debug function in stewie's tweaks on, load in and type "tdt" in console, and tell me which animations you see being played on the display when the bug happens.

      Edit: Oh, also just a thought that came to mind, make sure you're using NV Compatibility Skeleton if you're not, that's one of the big things you're supposed to run with Titans of the New West
    6. Franzpls
      Franzpls
      • member
      • 0 kudos
      Hey friend, so i´ve discovered the origin of why the speedloader appears after opening the pipboy. So im using Universal Pip-Boy Customization with a handheld model and the auto-hide option turned on and apparently this screws with several stuff from weapons a lot of times, things like the lighter from the dynamites disappear and the holo sights from the laser rifles from EVE too (just got a read on the FAQ from that and it says handheld pipboys can mess up the sights). I dunno what causes this, something about the script that auto hides the model or something, but after knowing that i tested with a wrist pipboy and the autohide option turned off and the glitch was gone. Probably wont help editing the meshes cuz is the script´s fault.
      Hope that helps. Cheers.  
    7. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      I see, thanks for the update. If you're interested in other auto-hide options, you could give YAPR - Yet Another Pipboy Remover a try.
  9. aLp3r
    aLp3r
    • member
    • 12 kudos
    HOLY BASED

    This issue is vanilla it has nothing to with any weapon or animation mods. Thank you so much for fixing this. This glitch is so annoying
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      Huh, good to know, will update mod description page to specify that this isn't only for Asurah's then.
  10. superkeven
    superkeven
    • BANNED
    • 1 kudos
    seems not to work
    1. Deadlypen
      Deadlypen
      • member
      • 15 kudos
      K, I don't know what to tell you, works on my machine.