Lucky bug, and strange engine behavior

Post » Wed Mar 09, 2011 4:15 am

Background: Raul had Lucky equipped, and it looked like a boring old 357. The problem was FNV shipped with Lucky's 'MODL - Model Filename' as 357revolver.NIF. It was an easy fix in the GECK, I just changed the filename to 357revolvercustom.NIF (which is in meshes.esm) to make it show up correctly. So there's that bug.

But it's a little more than that. I'm also using moddable unique weapons, and this version of Lucky happened to have a scope attached. Initially I thought the modder hadn't set up the 'Model With Mods: MWD1 - Mod 1' filename correctly (Lucky only has 1 mod in this mod, a scope). But he had. When I fixed the vanilla bug of the Model Filename (i.e. non-player equipped model), then my companion held Lucky but it was a Lucky without the scope. Now, since Lucky has a scope and the correct working model is assigned to the model with mod1 parameter shouldn't the engine be invoking the 'Model With Mods: MWD1 - Mod 1' parameter when rendering Raul holding Lucky, NOT the 'MODL - Model Filename' parameter?

Anyone else have experience with companions holding modded weapons and the mods not being rendered? If this is an engine bug, it would a be a fairly simple fix on Obsidian's end to make the engine perform the right call if the weapon is modded.
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