Buggy Iron sites mod.

Post » Tue May 17, 2011 5:13 am

I use the very popular Iron sites mod that requires FOSE, and in game it is pretty buggy. It works most of the time, but sometimes when I try to use the iron sites, the weapon just zooms in like vanilla FO3. Also, I don't know if it was intended but the Tommy Gun, added by FWE, doesn't having working iron sites at all, the gun centers but I dont actually aim down the sites. Also, the Assault Rifle will zoom in like vanilla fo3, except when I shoot the view changes to iron sites, when I stop shooting it goes back to just zooming.

Are these well known bugs with the iron sights mod? or is it just me?

Load order:

Spoiler

fallout3.esm
anchorage.esm
thepitt.esm
brokensteel.esm
pointlookout.esm
zeta.esm
craft.esm
calibr.esm
fo3 wanderers edition - main file.esm
mart's mutant mod.esm
streetlights.esm
rh_ironsights.esm
dcinteriors_comboedition.esm
rh_ironsights_basic_pittplugin.esp
rh_ironsights_basic_vanillaplugin.esp
rh_ironsights_basic_pointlookoutplugin.esp
streetlights - wasteland.esp
dcinteriors_dlc_collectables.esp
existence2.0.esp
fellout-pipboylight.esp
craft - activation perk.esp
fo3 wanderers edition - main file.esp
fo3 wanderers edition - dlc anchorage.esp
fo3 wanderers edition - dlc broken steel.esp
fo3 wanderers edition - dlc mothership zeta.esp
fo3 wanderers edition - dlc point lookout.esp
fo3 wanderers edition - dlc the pitt.esp
fo3 wanderers edition - alternate travel.esp
fo3 wanderers edition - optional vats halftime.esp
weaponmodkits.esp
weaponmodkits - fwe master release.esp
weaponmodkits - operationanchorage.esp
weaponmodkits - thepitt.esp
weaponmodkits - brokensteel.esp
weaponmodkits - pointlookout.esp
weaponmodkits - zeta.esp
weaponmodkits - fwe optional worn weapons.esp
eve.esp
eve - fwe master release.esp
eve operation anchorage.esp
eve - fwe with weaponmodkits.esp
eve anchorage - fwe dlc anchorage.esp
mart's mutant mod.esp
mart's mutant mod - dlc anchorage.esp
mart's mutant mod - dlc the pitt.esp
mart's mutant mod - dlc broken steel.esp
mart's mutant mod - dlc point lookout.esp
mart's mutant mod - dlc zeta.esp
mart's mutant mod - feral ghoul rampage.esp
mart's mutant mod - hunting & looting.esp
mart's mutant mod - increased spawns.esp
mart's mutant mod - natural selection.esp
mart's mutant mod - reduced wasteland spawns.esp
mart's mutant mod - zones respawn.esp
mart's mutant mod - fwe master release.esp
fellout-full.esp
fellout-brokensteel.esp
fellout-pointlookout.esp
fellout-zeta.esp
mergedpatch1.esp

User avatar
KiiSsez jdgaf Benzler
 
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Joined: Fri Mar 16, 2007 7:10 am

Post » Tue May 17, 2011 10:21 am

For RH Iron sights the weapons have to be specially adjusted to work properly.
Most custom weapon mods do not support this since the most models need to be adjusted for it individually.
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Rachie Stout
 
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Joined: Sun Jun 25, 2006 2:19 pm

Post » Tue May 17, 2011 12:13 am

Ah I see, but still sometimes even vanilla weapons like the hunting rifle (forget if thats the name, the .32 cal rifle) sometimes do not work. I have a feeling it may be because of the FWE drug effects... Well thank you anyway.
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sarah taylor
 
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Joined: Thu Nov 16, 2006 3:36 pm

Post » Tue May 17, 2011 5:32 am

Are you talking about this bug? :

Q. What causes my guns to shift to the right when I change weapons through my Pipboy?

A. This is the mod's "big bug". I believe the source of the problem is the animation for using the Pipboy while in sneak mode. Again, when I find the exact animation causing the issue, I'll fix it and post a patch immediately.


from: http://www.fallout3nexus.com/downloads/file.php?id=6938

If your are, changing stance seems to fix it (eg, if crouched - stand and re-crouch).
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Ron
 
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Joined: Tue Jan 16, 2007 4:34 am


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