Fallout: New Vegas

Fallout: New Vegas

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WOLF-E_ Jan 28, 2022 @ 10:32am
how to use FNVedit to patch Hitmans mods onto other weapons
much like everyone else on the planet who is modding new vegas i downloaded hitmans animation mods, and when i tried to use it on millennia ak-47 and it didnt carry over, so im trying to edit it with fnvedit but im still inexperienced with the tool so if anyone has had any lucky please let me know
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Johnny Casey Jan 29, 2022 @ 12:22pm 
Originally posted by Wolf-E:
much like everyone else on the planet who is modding new vegas i downloaded hitmans animation mods
lmao
Salamand3r- Jan 30, 2022 @ 9:02am 
I am not sure how to port them over - I actually am not even sure it's done using xEdit, but I believe there are several mods porting the Hitmanimations to Millenia's weapons already.

Here is one.[www.nexusmods.com] Maybe check inside the archive to see how it's done and work from there.

Also, I recommend using Weapons of the Modern Millenia[www.nexusmods.com] and Weapons of Our Millenia[www.nexusmods.com] instead of the original Millenia pack, as they fix a lot of issues present in the original.
Last edited by Salamand3r-; Jan 30, 2022 @ 9:04am
Hughmaniac Aug 12, 2022 @ 2:42pm 
For anyone else looking for this solution... You can patch weapons added or edited by other mods through the JSON file. The "mod" entry indicates the plugin name the weapons you want to patch are from. The "form" entry to should be used to indicate the FormID (WITHOUT the first 2 digits and any leading zeros) of the weapon you're adding the animations to (you can find the FormID by using xEdit). The "folder" entry should to point to the name of the folder that contains the animation set you want to use.

It's easiest to just edit the original JSON file provided by the Hitman animation, just add your entries to the bottom. This works with pretty much all kNVSE animation sets.
ThatSaintConrad Aug 21, 2023 @ 8:12pm 
Originally posted by Hughmaniac:
For anyone else looking for this solution... You can patch weapons added or edited by other mods through the JSON file. The "mod" entry indicates the plugin name the weapons you want to patch are from. The "form" entry to should be used to indicate the FormID (WITHOUT the first 2 digits and any leading zeros) of the weapon you're adding the animations to (you can find the FormID by using xEdit). The "folder" entry should to point to the name of the folder that contains the animation set you want to use.

It's easiest to just edit the original JSON file provided by the Hitman animation, just add your entries to the bottom. This works with pretty much all kNVSE animation sets.
What about condition?
Can you give me an example?
Last edited by ThatSaintConrad; Aug 21, 2023 @ 8:17pm
Connie Aug 22, 2023 @ 4:52am 
This thread was quite old before the recent post, so we're locking it to prevent confusion.
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Date Posted: Jan 28, 2022 @ 10:32am
Posts: 5