THIS MOD IS NO LONGER BEING SUPPORTED (AS OF MAY 20, 2016)
The mod itself is functional and shouldn't require much upkeep, so feel free to keep using.
I am now working on a new project the will overhaul Vanilla + DLC weapons (rebalancing the Receivers along with new Calibers, Ammo Types, & Fire Modes)
Also, putting this here because I'm tired of answering the same question: my interpretation of the .50 caliber round is that it is the .50 AE and not the .50 BMG. Hence why it is used in the Pistol/Revolver in variants include in this mod.
If you have any conflicts please submit a bug request with detailed info on your gun's modifications and any other mods you use which may cause a conflict.
I've generally hinted at this in the past, but I'm going to just be blunt moving forward - I do not make patches for external mods.
Q: Why? A: Quite frankly, there are so many different mods out there (scope overhauls, item sorting, ammo types, rebalances, etc.) that I can't keep track of them all. Heck, I don't even use most of them, so I do not believe it is my responsibility to make patches.
Q: You're the mod author, don't you think you should do it? A: Nope. Other modders may do it (and props to them), but I have other things that I need to be focusing on for work, family, and friends. I don't get paid to do this (nor do I want to). Also, there are times I just want to play a game or work on a new project.
Q: Who will do it then? A: Why don't you? I learned how to mod by tinkering with the FO3 GECK, then gradually learned new things over time. Maybe this your chance to step up and pitch in! :-)
Would be really great if you do a valdacil's sorting mod patch, seems your mod is conflicting tagging all weapons to (10mm). Thanks for the mod anyway.
It's something I'd like to do for sure! I need to play with the Creation Kit a bit now that its out, but my general vision is to have categories broken out like this:
Receivers Caliber Ammo Type Fire Mode
FO4 has a lot of guns, so this could take some time... ha!
I get why Bethesda nerfed damage for full auto, but the implementation of it came across arbitrary and gated the use of certain ammo types or calibers. Hopefully I can help fix it :-)
A nice mod, thank you. I have to ask though, is there a reason that it does not allow a re-chamber on the .44 revolver to .45? That would be nice as 44 ammunition is scarce and very expensive and it really would help especially in the early stages as a close quarter last resort....
love this mod will endorse after writing this however you have added armor penetration keywords to the 5mm receivers but not the actual ARP values. thanks again for making this, adds a whole lot more options to use ammo on.
(oh read your comment, hope you dont mind ill be modding this mod for personal use love the submachine gun 5mm but adding ARP to it))
Speaking of chaning ammo type: Could you add different mods for the flare gun, so it can fire artillery smokes, vertibirt and/or missile signals? Throwing those things is totally useless imo since you have to get so close.
How do I get this to work on player added guns such as the M2216? For now it only seems to work on default guns. I also use AE if that makes a difference
Nothing at this time. I started working on a plugin for the R91 a while back, but have not been able to make progress on that or any other standalone weapon due to real life time constraints.
Expect to see something eventually in the following order: R91, M2216, AK2047
Also, some teasers... expect to see my own standalone weapon released soon. It's a historical piece that should fit in nicely alongside the Tommy Gun. :-)
212 comments
The mod itself is functional and shouldn't require much upkeep, so feel free to keep using.
I am now working on a new project the will overhaul Vanilla + DLC weapons (rebalancing the Receivers along with new Calibers, Ammo Types, & Fire Modes)
Also, putting this here because I'm tired of answering the same question: my interpretation of the .50 caliber round is that it is the .50 AE and not the .50 BMG. Hence why it is used in the Pistol/Revolver in variants include in this mod.
If you have any conflicts please submit a bug request with detailed info on your gun's modifications and any other mods you use which may cause a conflict.
Q: Why?
A: Quite frankly, there are so many different mods out there (scope overhauls, item sorting, ammo types, rebalances, etc.) that I can't keep track of them all. Heck, I don't even use most of them, so I do not believe it is my responsibility to make patches.
Q: You're the mod author, don't you think you should do it?
A: Nope. Other modders may do it (and props to them), but I have other things that I need to be focusing on for work, family, and friends. I don't get paid to do this (nor do I want to). Also, there are times I just want to play a game or work on a new project.
Q: Who will do it then?
A: Why don't you? I learned how to mod by tinkering with the FO3 GECK, then gradually learned new things over time. Maybe this your chance to step up and pitch in! :-)
Thank you for your understanding.
it is literally my Main weapon.
Receivers
Caliber
Ammo Type
Fire Mode
FO4 has a lot of guns, so this could take some time... ha!
Pretty please?
thanks again for making this, adds a whole lot more options to use ammo on.
(oh read your comment, hope you dont mind ill be modding this mod for personal use love the submachine gun 5mm but adding ARP to it))
PM me if the above is of interest.
Could you add different mods for the flare gun, so it can fire artillery smokes, vertibirt and/or missile signals?
Throwing those things is totally useless imo since you have to get so close.
Expect to see something eventually in the following order: R91, M2216, AK2047
Also, some teasers... expect to see my own standalone weapon released soon. It's a historical piece that should fit in nicely alongside the Tommy Gun. :-)