Quick Modding Question

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V da Mighty Taco

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Apr 9, 2011
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I recently got Fallout: New Vegas Ultimate Edition for PC (had the regular version for PS3 since launch) and am currently modding the games bullet-based weapons to no longer be hitscan. I ran into an issue, however, when I noticed that the .45 Auto bullet from Honest Hearts doesn't have a model or even projectile data. If you're wondering what I mean by projectile data - it's where the data about the bullet's model, physics, sounds, special effects (such as whether it explodes), and hitscan status are determined. It doesn't affect the damage or even what ammo gets depleted when it's fired, however. This means that I either have to make projectile data and a model for the .45 Auto round or give it another bullets model and projectile data. Two good contenders for using another bullet's data seem to be the 10mm round and the .44 magnum round, but I want to know what some of you much more experienced modders think I could do about this. What are your thoughts and recommendations on how I could fix the .45 Auto round to no longer be hitscan?

EDIT: It's probably a good idea to mention that I am extremely new to modding. I've been using the GECK for everything so far.
 

oplinger

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Sep 2, 2010
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I'm more curious what your purpose is. You want to remove hitscan, I get that, but....why?
 

V da Mighty Taco

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Apr 9, 2011
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oplinger said:
I'm more curious what your purpose is. You want to remove hitscan, I get that, but....why?
Sorry for the late response. Anyways, it's simply because I enjoy having to aim ahead and above my targets for long range combat; as well as having supposedly short or mid range weapons actually feel like weapons that aren't viable for long range combat. For example on the latter point, I can reliably snipe a moving Fiend with a regular pistol or revolver from +100 meters out just by pointing the gun straight at them. In short, I just want to make sniping and ranged combat in general more challenging and less "point and click"-ish.