M92SE with Flashlight
[Description]
M92SE, my first downloaded weapon when I started playing FO3 as a newbie who immediately threw XBOX FO3 away once I saw….some mods (ha), and I miss it so much and am willing to take it to here (well cost me almost a weekend). So far this mod includes 2 M92SE pistol with and without the flashlight respectively, and these two might be merged once I found how to make the flashlight a weapon modification.
[Known Issue]
1) glow sight mod is disabled (empty nif so far), since it will cause CTD if on. will looking at it.
2) Since M92SE just replace the Pipboy’s light, when it holstered, the light will still bind on the right head until you really “unequip” it. Without GECK, I cannot do a simple workaround for switching M92SE between w/ and w/o flashlight ones
3) Sometimes drawn M92SE shows nothing, just redraw again it will be fine.
[HOW TO INSTALL]
1) use NMM , or download manually.
2) activating the mod in NMM or extracting the archive to the FO4 data folder.
3) make sure you have the following lines to your “Fallout4Custom.ini”
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
3) Make sure your NMM do actually load the esp right. If not, check this article for how
PS1: there is a good tutorial about FO4 mod installation, checking it if you don’t know how.
[HOW TO GET THEM]
1) in console, type “help m92 4”, and you will get the item codes.
2) in console, type “player.additem [item code in (1), do not include brackets]”
Alt) get via item codes, but you need to replace xx to your mod load order in hex code
“player.additem xx088000” M92SE with flashlight
“player.additem xx088001” M92SE without flashlight
[Credits]
1) HeroinZero and morcris96 for the M92SE in Fallout3/ NV, also thank them for the open license (original mod link)
2) Nifskope team for grate tools to let me edit the NIF
3) FO4Edit for building the esp
Initial version