Fallout 4

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jsnider193 - iramike - Ragnarr1313

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jsnider193

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About this mod

Conversion of the SKS rifle done by 500slr to work in FO4. ESL work done by Ragnarr1313

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SKS Rifle

Source:  Resources posted by 500slr here on the Nexus
Conversion: jsnider193
Assist: iramike

Note: resized the weapon to make smaller per input .. should not block so much to the right when equipped.  All MESHES replaced so if happy with size in original do not D/L this update.
Note1: Resized the scopes to make smaller and not block view so much.
Note2: Fix to build the auto version of the SKS at the chem station

1.  SKS: A bit of mother Russia being added to the game thanks to 500slr.



Location: In the outdoor area of Concord in the ruined Drug Store .. on the 2nd floor (before get to the Museum). 



The weapon is not very powerful at the start but can be upgraded to be a useful rifle through the early to mid game.  It comes in a standard single shot version and an automatic version.  Both are located in the Drug Store and each has it's own upgrades.

1a. Weapon ID: xxAC2FA1 for the standard version and xx001EEC for the automatic.

NOTE: The automatic version is based on 500slr's modern version of the SKS and using as above was a choice I made rather then letting the base weapon be upgradeable to automatic.



1b. Ammunition: Uses it's own special version of the 7.62 round.  Also may be enhanced to use either a flame causing (orange tip) round or a depleted uranium round.

7.62 ID: xxAC2F9F
7.62 Orange Tip Round ID: xx001F1B
7.62 Depleted Round ID: xx001F1C

NOTE: Ammo clip with bullets is not implemented for reload .. need special animation .. but a clip is in the meshes uploaded if someone would like to take on.  The mesh is one item if need the bullets and clip as separate items let me know and will upload it.

1c. Modifications:  The basic SKS may be changed to different variants with different looks to them .. so pick your favorite.

Receiver: May change both up to 9 times in their upgrade paths.  At this point no change to the look of the weapon as follow one path or the other.

Barrel: The standard SKS has the standard barrel that the weapon starts with and then may change it out for a very short, short or a long version.  For the automatic there is only the long version of the barrel available for upgrades.

NOTE:  Added a red bar to the front sight to assist in the ability to see what aiming at in 1st person especially at night.

Grip:  The standard SKS has the basic starting stock plus 7 additional ones that may be used to change the look and enhance the weapon.  The automatic has the standard stock plus one como version that may be used to upgrade this version.

Magazine:  Standard version has the starting mag plus 3 upgrades that increase capacity plus 2 more that add in the 'quick' effect.  The automatic has the starting mag plus 2 upgrades that increase capacity plus 2 more that add in the 'quick' effect.



Sights: Both versions have a reflex, standard, night vision and recon scope that can be added to the weapons.

Bayonets: For the standard version there are 4 different items (standard, spike, machete, and a shovel) that can be added to the weapon.  The automatic only allows the standard and spike bayonet to be added to that version.

Muzzle: 5 for the standard version and 3 for the automatic.

1d. Issues: No special animation for the weapon .. uses the FO4 animations for the Combat Rifle so grip is off a little in the front.

TOOLS USED ----------------------------------

Blender
Noesis
MindTex 2
Nifskope
GIMP
Body Slide/Outfit Studio
paint.net
3D Builder (used to fix mesh issues that sometimes occur when convert in OS)
Substance B2M3