I didn't think I'd like this weapon when compared to a lot of other AR mods that use more modern looking weapons, but this gun works like a charm, after applying the various bug fixes, and fits into the game nicely (canonically, even). The only downside is that the 5.56 ammo is really not prevalent until you can get to vendors in or near DC and I really wanted something I could use in place of a Hunting Rifle to snipe with early on. So, I used FO4edit to add the ability to rechamber the gun to .45 or .308, now it's more like a modern adaptive combat rifle. Early in the game, there will be sufficient .45 or .308 ammo to let me use it as a combat rifle or sniper, and then later I can return it to a 5.56 combat rifle. I'm thinking I may add in the 7.62 and/or .50 cal to make it stronger for late game.
The sights for this gun is off. It seems that point of aim is a notch under where the bullets actually fire to. (EG: The crosshair for headshots had to be adjusted to around upper chest to compensate)
Some people really hate bullpups. I don't. I think they look pretty cool. True, they aren't really viable as combat weapons, due to the contortions one must go through to reload them, and only a few designs have actually prooven effective in battle. Nor has the layout really caught on as a hunting arm.
But I digress. This is an awesome rifle right here. The model is esquisite, the textures are spot on, and lots of modifications to choose from. I'm a bit puzzled by the .223 ammo choice; on the other hand, Fo4 might as well just have some nebulous "universal ammo", as unlike FNV, caliber seems to make little diffrence. A .50 handgun and a .50 rifle use the same round in Fo4, and that dog won't hunt. Wish it were craftable, but that's just a peeve.
From what I know, I'm not a gunnut or a ballistic expert, .223 and 5.56 are nearly the same sized caliber and it was chambered specifically for .223 in Fallout 2 until it was rechambered specifically for 5.56 in NV just like how the .223 pistol was when it became That Gun.
When using the holo sight the player is too far away from the sight, the player needs to zoom in closer to the holo sight, like it does with the holo sight on your service rifle.
Unfortunately, even if you switch to semiautomatic and put a long barrel and scope on it, the weapon still has the accuracy of an assault rifle (Aim Model).
Just an FYI, I had a couple of Bozars spawn with no barrel. I checked in xEdit and the Automatic Rifle combination is missing the barrel from the Includes list. I corrected it in my .esp already, but figured I'd leave this info here in case anyone else ever runs into this.
For those who are new to xedit -Open the .esp in xedit -Weapon -> F4NV_Bozar -> Scroll till you see Object Template, Combinations, Combination 9 -Right click on the open space next to Includes -> Add -> Change 'NULL - Null Reference' to 'F4NV_modcol_Bozar_Barrels_Short' and let the name auto complete -> Change 'Don't use all' to True -Save .esp and it just works
422 comments
I didn't think I'd like this weapon when compared to a lot of other AR mods that use more modern looking weapons, but this gun works like a charm, after applying the various bug fixes, and fits into the game nicely (canonically, even). The only downside is that the 5.56 ammo is really not prevalent until you can get to vendors in or near DC and I really wanted something I could use in place of a Hunting Rifle to snipe with early on. So, I used FO4edit to add the ability to rechamber the gun to .45 or .308, now it's more like a modern adaptive combat rifle. Early in the game, there will be sufficient .45 or .308 ammo to let me use it as a combat rifle or sniper, and then later I can return it to a 5.56 combat rifle. I'm thinking I may add in the 7.62 and/or .50 cal to make it stronger for late game.
It seems that point of aim is a notch under where the bullets actually fire to. (EG: The crosshair for headshots had to be adjusted to around upper chest to compensate)
But I digress. This is an awesome rifle right here. The model is esquisite, the textures are spot on, and lots of modifications to choose from. I'm a bit puzzled by the .223 ammo choice; on the other hand, Fo4 might as well just have some nebulous "universal ammo", as unlike FNV, caliber seems to make little diffrence. A .50 handgun and a .50 rifle use the same round in Fo4, and that dog won't hunt. Wish it were craftable, but that's just a peeve.
In any case, enthusiasticaly endorsed!
help bozar 4 weap
-Open the .esp in xedit
-Weapon -> F4NV_Bozar -> Scroll till you see Object Template, Combinations, Combination 9
-Right click on the open space next to Includes -> Add -> Change 'NULL - Null Reference' to 'F4NV_modcol_Bozar_Barrels_Short' and let the name auto complete -> Change 'Don't use all' to True
-Save .esp and it just works