New version of the mod has been uploaded. The d/l contains both a text file and word docu,emt that describe what is in the new version which is a complete redo of the play in the mod. Where to start is in the readme ... outside Vault 111 and a map of all locations is posted to the wall in the control shack for the vault.
Check out the recent images for some information that may be helpful
Please report any issues have as run into them, the team tested but is sure we missed some issues here and there.
Ah that is one of mike's post i'll ask him to answer this question from u ... he gets a lot of his outfits from another site so not sure on this one .. but he is good at passing on the info .. thanx for the question.
I downloaded & endorsed the BETA a long time ago. Around the time you first uploaded. I just read the entire Description page & can't recall the name of the Weyland Yutani auto pistol. HOWEVER! I've recently acquired a new & better PC, & I've just reinstalled the UCMC Colonial Marines BETA. I am going to Download this updated Mod you last updated 27 May 2018. But I'm not going to install it yet!
Can you please answer for me: I utilized the Weyland Yutani hand gun ALLOT! It was by far my favorite Weapon Mod of all mods. It has it's own unique sound, I only used it in rapid fire & only with explosive tip caseless.
The Description page says the gun now has a 3 round burst mode. In the BETA the gun fired a burst of more then 3 rounds AND IT WAS AWESOME! Was it always 3 rounds & I just thought it was more? Because that is the only thing really keeping me from installing this mod. I don't want to change the way that hand gun originally worked.
Please get back to me as soon as you can, thank you.
the 3 round in the description is from the wiki .. we did not implement (would have to make the number of rounds 3 for firing purposes) that efect athough probably should have done so to be true to the wiki description of the weapon. If want that let us know and will add to changes plan for update on the mod. If know Fo4edit or Ck and want can make the change ahead of time .. thanx for the input as that one slipped our testing and relook always nice to have other input on these things as we can never catch all the oversights.
Reads as though you're replying to me, thank you. I care way more about the gun working the way it used to then being true to the wiki. Seems like what you are saying is the Gun still works the way it use to but the wiki says otherwise? Is that correct. I'm dying to go on the UCMC quest/journey etc. So... The gun's the same as in the beta right?
same as in beta ... did not set to fire the 3 round burst ... as in the wiki. Just indicated we could but decided not to do it. If folks want could make an update for the weapon via the mod process .. always open to input from the player as some of the best ideas come that way. thanx for the interest
Hey! What's up brother. Thx for all your reply's. I'm Back & this time I need to know why I can't craft the M309 Retro Fit Magazine for the VP78. I have 2 to Nuclear Physics, 2 to Science & all the required physical materials to build it, so... My guess is that there are Skill Requirements that are off the page making them unknowable, except by the Mod Creators.
Can you please help me out with this? I'm trying really hard to just do a play through without Cheating, & because of the BLGuns Mod I've HAD TO Cheat! Great & fun but if you want Gun Nut Lvl4 Mod's off of the guns you find you have to have materials to build the lower lvl stuff. And because it's a Borderlands Gun Mod, TON'S OF GUNS pop out & they pile up till it's annoying! So to get it under control, I cheated so I could junk the guns I didn't want & keep the quality Mods. Sorry if I'm droning on.
Thx for your attention, I'll look forward to an answer.
P.S. Do you know of any mods that allow player to see all the stat requirements while in the workbenches? YOU GUYS ARE AWESOME!
There a lot of sci fi guns that sit on my favorites list, one's i would kill to fire in real life. Among those is most defiantly the M41A assault rifle, so being able to do so virtually is amazing. At least without having to suffer through the trash fire that is colonial marines, or the sad state Fireteam Elite is in now
would have to change the sound in the mod to one closer to the movie. There was a mod for sound here some time ago, no idea if still up, we did not use the movie sound as it may have been a violation but for own use if know how do not see a problem,
Curious, does this add xenomorphs to leveled lists inside the Commonwealth? that would be great. Back in the late 2010s, I remember playing with a xenomorph mod for FNV, and I love the crossover potential.
no there was another mod that added to commonwealth (by original creator of them if recall correctly) so I did not do that. Not sure if still up on nexus though??
I am hoping to port many of my weapon mods over but until the new CK is out and NifSkope is updated to handle the new mesh formats will be hard shall we say. I bought the game so could dig into the texture and mesh formats and found out how setup is different then FO4, Texture no problem but the mesh will need the nifskope team to update the app ... so only time will tell if able to make this and my 40K mod move over.
for me, it doesn't work as soon as I'm in the first shelter area and I find Corporal or Lieutenant Hick, it just bugs me - I can only see his head, arms and feet, and when I click on the inventory, I see the items on the list but they don't appear on the screen - it's empty instead - but the gun, I can use it, but I don't see it, and when I go to the first radio antenna and the same for the others, I don't see the alien colonial marine vehicles and the same thing for the bodies
sounds like a collision issue .. did not have myself nor did the testers but possible something is interfering with the placements, what I have no idea. Ican check again once get my copy of FO4 working again (hope this weekend) and see if happens to me now
I am still fooling around with it to fix a few things but have to reset my FO4 after upgrade to new PC zero'd out all my mods and lost some of my saves.
Is this Mod still being worked on? My game is crashing constantly on the Isle due to an excess of enemies spawning from eggs and being over placed on the map. Whenever I try to fight the Android with the Blue wolf rifle it crashes.
It is being worked on to lower the encounters but as only me left and fo4 not working after got new computer it is gonna be a tad before get alternate mod up.
not familiar with blue wolf rifle??? is that something i did or from another mod??/ fergive my recall as it is missing that one at this point
The pulse rifle that is blue, its a special named weapon in the mod an Android is using it. Do you really have to make an alternate mod just to lower the spawns of enemies in the Isle?
I think that the pop up turrets and numerous enemies coming from Xeno eggs are whats causing the crashing. The Eggs being everywhere on the Isle can cause enemies to spawn under the ground and basically be stuck forever.
Is there a way to open up the mod using FO4edit and reduce the random number spawning of enemies from xeno eggs?
ah OK .. that is the 1st report of issues with it have gotten so not sure what might be causing a crash. Yes can use edit and will but until get FO4 up and running again can not test it myself to make sure got desired result. also would want as separate mod as a lot of folks have had no issue and have enjoyed the swarms heading for them in the game so will do a lite version for those with overload issues.
if think of anything else please do not hesitate to comment as it does get me to move a tad bit faster in getting to the issue.
Not saying the gun itself is causing issues, but when I get to a certain location in the isle and fight the Special android welding that rifle, the game keeps crashing, but that might also be because when i encounter that android, a bunch of xeno eggs hatch and there is atleast 25+ enemies.
For any fans of Aliens and the M41A, I did try to work on the Fallout 4 version some years ago but it got deleted along with all my other FO4 mods, it was all garbage so you are not missing anything. You can still find the textures I made here though. I just got a new PC so I can actually play FO4 now without the performance issues so I might make a standalone FO4 M41A some time but it would function the same as my TTW version. If you want proper Aliens outfits, check out gunetwork.
I never usually plug my own mods but in this case I will. I did a lot of work to try and replicate the movie version of the M41A, it is available as part of my companion overhaul for Tale of two wastelands, and with a little work you could also use it in New Vegas. Its based on the original by Jab_Bauer and let's start with why it sucks. Back when it came out for FO3, iron sights were not a thing so due to the model not having sights (which is the same as the movie one) and positioning of the model, it was always godawful to shoot the thing. Combine this with how the M41A has to be configured to sound right and my only option was to make it unplayable, so it is Jericho's default weapon.
Now the good stuff. It sounds exactly like the pulse rifle from Aliens, and I mean exactly. Thanks to sound files from the Colonial Marines FO4 mod and some of my trickery you get the variable fire rate which is close to impossible to get right. The rifle functions as a slow-firing shotgun with a long muzzle flash and several random sounds giving the appearance of burst fire. In addition, the weapon has been resized and the textures reworked. The original did not even have a normal and spec map, and suffered from horrible stretched stuff on the underside. Mine is 100% accurate to the film and much better quality, with the only slight issue of it having to be cleaner, although being durable plastic it looks pretty good.
Whenever I watch Aliens and hear Hicks shoot for the first time I think wow, that is the coolest thing I ever heard, and mine sounds just the same. So if you play TTW and want that proper Aliens vibe, check out my companion overhaul which features loads more unique weapons and armour.
thanx for the ref for those after the true sound. Also feel free to use any and all assets I have here as u wish to further your mods as I put them up for others to play with also.
I hope to make one more refresh of this mod just awful short on time these days so hard to really get to the fixin' part and changes folks want.
Ah don't worry about all the requests mate, it takes so damned long to do anything in this game. I'm trying to do a simple raider overhaul but its so long since I messed with this stuff, very frustrating. Just give 'em a standalone pulse rifle, make it use the infinite ammo legendary effect to get around lack of animations.
You might find it more rewarding to remake your mod for New Vegas, there is a much larger group of active modders working on it, in particular loads of people making animations. With that you already have a functioning pulse rifle which as you will have noticed is all people really want. Use my textures from the link I provided, they are the best around. If you decide to go that route, I can help you with weapon sounds and textures but FO4 modding is not something I plan on doing that much of.
Don't know if you play TTW, if so try my mod and hire Jericho as your companion. You will notice I really nailed the sound and that is what you need in your mod to truly get the feel of Aliens, and of course that screech that the aliens make.
right now just taking it slow and doing some items for others by request .. have not looked at FNV in some time .. check in on mods have over there once a week but mainly trying to just play games now vice mod'n them.
Nice to see you back though wondered what up when old mods pulled down ... feel free to use whatever want from here or any of my stuff.
669 comments
Check out the recent images for some information that may be helpful
Please report any issues have as run into them, the team tested but is sure we missed some issues here and there.
Can you please answer for me: I utilized the Weyland Yutani hand gun ALLOT! It was by far my favorite Weapon Mod of all mods. It has it's own unique sound, I only used it in rapid fire & only with explosive tip caseless.
The Description page says the gun now has a 3 round burst mode. In the BETA the gun fired a burst of more then 3 rounds AND IT WAS AWESOME! Was it always 3 rounds & I just thought it was more? Because that is the only thing really keeping me from installing this mod. I don't want to change the way that hand gun originally worked.
Please get back to me as soon as you can, thank you.
thanx again
and yes was replying to u ... enjoy
Can you please help me out with this? I'm trying really hard to just do a play through without Cheating, & because of the BLGuns Mod I've HAD TO Cheat! Great & fun but if you want Gun Nut Lvl4 Mod's off of the guns you find you have to have materials to build the lower lvl stuff. And because it's a Borderlands Gun Mod, TON'S OF GUNS pop out & they pile up till it's annoying! So to get it under control, I cheated so I could junk the guns I didn't want & keep the quality Mods. Sorry if I'm droning on.
Thx for your attention, I'll look forward to an answer.
P.S.
Do you know of any mods that allow player to see all the stat requirements while in the workbenches?
YOU GUYS ARE AWESOME!
How do I do that?
https://www.nexusmods.com/fallout4/mods/26897
if have it right
not familiar with blue wolf rifle??? is that something i did or from another mod??/ fergive my recall as it is missing that one at this point
I think that the pop up turrets and numerous enemies coming from Xeno eggs are whats causing the crashing. The Eggs being everywhere on the Isle can cause enemies to spawn under the ground and basically be stuck forever.
Is there a way to open up the mod using FO4edit and reduce the random number spawning of enemies from xeno eggs?
if think of anything else please do not hesitate to comment as it does get me to move a tad bit faster in getting to the issue.
I never usually plug my own mods but in this case I will. I did a lot of work to try and replicate the movie version of the M41A, it is available as part of my companion overhaul for Tale of two wastelands, and with a little work you could also use it in New Vegas. Its based on the original by Jab_Bauer and let's start with why it sucks. Back when it came out for FO3, iron sights were not a thing so due to the model not having sights (which is the same as the movie one) and positioning of the model, it was always godawful to shoot the thing. Combine this with how the M41A has to be configured to sound right and my only option was to make it unplayable, so it is Jericho's default weapon.
Now the good stuff. It sounds exactly like the pulse rifle from Aliens, and I mean exactly. Thanks to sound files from the Colonial Marines FO4 mod and some of my trickery you get the variable fire rate which is close to impossible to get right. The rifle functions as a slow-firing shotgun with a long muzzle flash and several random sounds giving the appearance of burst fire. In addition, the weapon has been resized and the textures reworked. The original did not even have a normal and spec map, and suffered from horrible stretched stuff on the underside. Mine is 100% accurate to the film and much better quality, with the only slight issue of it having to be cleaner, although being durable plastic it looks pretty good.
Whenever I watch Aliens and hear Hicks shoot for the first time I think wow, that is the coolest thing I ever heard, and mine sounds just the same. So if you play TTW and want that proper Aliens vibe, check out my companion overhaul which features loads more unique weapons and armour.
https://www.nexusmods.com/newvegas/mods/74440
Many thanks to jsnider193, without his mod my M41A would not exist.
I hope to make one more refresh of this mod just awful short on time these days so hard to really get to the fixin' part and changes folks want.
You might find it more rewarding to remake your mod for New Vegas, there is a much larger group of active modders working on it, in particular loads of people making animations. With that you already have a functioning pulse rifle which as you will have noticed is all people really want. Use my textures from the link I provided, they are the best around. If you decide to go that route, I can help you with weapon sounds and textures but FO4 modding is not something I plan on doing that much of.
Don't know if you play TTW, if so try my mod and hire Jericho as your companion. You will notice I really nailed the sound and that is what you need in your mod to truly get the feel of Aliens, and of course that screech that the aliens make.
Nice to see you back though wondered what up when old mods pulled down ... feel free to use whatever want from here or any of my stuff.
And this. https://www.nexusmods.com/newvegas/mods/58579
New animations by hitman47101, working ammo counter, never seen this version myself but this is why I said you might want to have a look at New Vegas.