About this mod
When Bethesda made Fallout 3, they didn't include weapon ADSing. When Obsidian made Fallout: New Vegas, they added it in. Despite this, some weapons models were left largely unchanged. Among those is the 10mm Sub Machine Gun, which lacks a rear sight. This mod looks to change that. After all, front AND rear sights are recommended when shooting!
- Requirements
- Permissions and credits
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This mod adds in models for:
New Vegas and DLC:
10mm Submachine Gun
Sleepytyme
Tale of Two Wastelands:
10mm Alloy Steel Submachine Gun (and SIM version)
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This mod comes with out-of-the-box support for New Vegas Animation Overhaul by Hitman47101, Rockbiter68, and Stentorious, as well as Tale of Two Wastelands. If you don't have either of them, no problem. This will work for both, you'll just have some meshes
lying around unused. This mod is ALSO compatible with most/if-not-all 10mm SMG retextures designed for the vanilla mesh.
See screenshots or look below for an example.
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Seeing as much of the community agrees that the 10mm SMG is manufactured by Heckler and Koch, I felt
it appropriate to give the 10mm SMG HK's diopter sights from the Fallout 3 Assault Rifle. That, and I just like the G3's sights.
However, be that as it may, I found the front sight from the Assault Rifle to obscure too much
when the sights are seated so close together. And as such, I've provided an alternate design with a
different front sight inspired by the StA-11 from Killzone. While it's more Russian/Israeli in design,
taking design inspiration from the PP19 Bizon and IMI Uzi, I noticed it's sight picture is quite clear while using it in Helldivers 2.
The alternate front sight is taken from the Grenade Rifle, though the front post is still from the Assault Rifle.
These are the sights now found on the 10mm SMG:
ALT:
This time with 100% more retexture mod compatibility!
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This mod changes animations and meshes through scripts only. There are ZERO hard edits to the base game and DLC entries. This means that
NVSE, JIP LN NVSE, ShowOff NVSE, and Johnny Guitar are all required. No meshes or textures are replaced. Every mesh in this mod is in a different directory than the one it's scripted to replace. This is to provide maximum compatibility with other mods within reason.
Mods that change the stats of the weapons this mod edits
Mods that change the level lists of the weapons this mod edits
Due to the scripted nature of this mod, it actually doesn't edit the weapon entries AT ALL. It is 100% compatible with any mod you use that
changes damage, effects, values, etc.
This mod is incompatible with:
Mods that change the models of the weapons this mod edits
Mods that add attachments to the weapons this mod edits
This mod includes many edited models. It should be self explanatory, but of the few incompatibilities this mod has
unfortunately are it's incompatibility with mods that change meshes, or weapon mods.
This mod is semi-incompatible with:
Mods that add in new 10mm Submachine Guns
This mod is semi-incompatible with:
Mods that add in new AER and/or AEP series Laser Arms
Mods that add in new Plasma Arms
Any mod that adds in their own 10mm Submachine Guns will simply not change. They can be easily added to the script,
however, if you're interested.
Open the mod in the GECK or FNVEdit and open gr_10mmSMGSights.txt in the nvse\plugins\scripts. Then find and copy
the appropriate lines and replace the weapon entry name with the one from your weapon.
A small amount of mesh surgery to remove the front sight and transfer mine will be necessary in your model editor of choice.
INSTALLATION:
Playing Fallout: New Vegas?
Plug-and-play. It's an ESPless with no requirements. All "addons" are just packaged into one download this time.
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Thanks to Bethesda for Fallout 3
Thanks to Obsidian for Fallout: New Vegas
Thanks to Lilmoefow for their ESPless rework of my Laser Weapon Iron Sights
which I studied for this script
Thanks to Anonx1987 for WAP 10mm SMG
which I studied for this script