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MattyDienhoff

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MattyDienhoff

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27 comments

  1. BattyMare419
    BattyMare419
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    • 28 kudos
    As cool as this mod is, Little Wanderer's jam animations just look plain terrible without mods that alter first-person shooting animations. Other than providing some challenge, chances of weapons jamming at above 90% is still very negligible and unless you remember to unequip weapons while talking to NPCs, accidental discharges are another issue.
  2. waldziuwaldziu
    waldziuwaldziu
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    assault rifle has tendency to shoot one more bullet right after "fix" weapon after jamming, that's the only thing i don't like with this mod, it would be nice if you could fix it. overall, mod is great and i very like the idea of this
    1. Sn4rk
      Sn4rk
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      Yeah, same here. Sometimes they get stuck and the animation plays 2 or 3 times and then they fire one round even if you don't hold the mouse button anymore.
      Which is a shame, since it works perfectly on semi-automatic weapons
    2. MattyDienhoff
      MattyDienhoff
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      Known issue - all automatic weapons tend to do that. I've never been able to figure out why so I've just learned to put up with it.
    3. Cindersalt
      Cindersalt
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      I just imagine it as the firing pin getting stuck after clearing a jam and firing off a round that way
  3. actionhank123
    actionhank123
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    Does anyone know of a way to greatly reduce the chance of jamming? As a person who shoots ALOT irl, I can say that unless your gun is just a bad design or has defects, jams are incredibly rare. For instance I've got a 200$ Taurus PT111 Gen2 in 9MM, Taurus isn't regarded as a high quality manufacturer, and out of the nearly 2,000 rounds I've put through it, it's only had 1 single malfunction, and that was caused by one of the rounds having a nasty dent on the rim of the casing which made it impossible for the extractor claw to contact it, so it wasn't even the gun's fault.

    Idk if this mod is used as part of FWE, but the rate at which malfunctions occur is absolutely ridiculous and so far from realistic I can't put it into words. Hell, even a .357 revolver has "jammed" many times, which just.... just isn't a thing, like ever. At worst you can have a light primer strike, but all that would do is mean you pull the trigger once, nothing happens, you pull the trigger again, the cylinder rotates and fires the next round, a.k.a there is no jamming or malfunction clearing.

    Tbh I just wanna get rid of it or make it only occur rarely when a firearm is in bad shape, and it doesn't seem like anyone has made a mod for this yet. Anyone know of one?
    1. MattyDienhoff
      MattyDienhoff
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      I don't think this was ever included in FWE, so if they changed the jamming chances as well, it's probably not my values they're using.

      I could make a 'no jams' file for you if you like, do you want literally no chance of any jams ever, or for it to only happen at, say, less than 20% condition?
    2. ISA288
      ISA288
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      I'm using FWE and the gun CONSTANTLY JAMS when firing. It's too much as the gun is BRAND NEW condition. 
    3. Sn4rk
      Sn4rk
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      • 12 kudos
      You have to think about the fact that these weapons might be 200+ years old, dirty, in a bad condition + the ammo is old and dirty too
  4. ISA288
    ISA288
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    any mods to REMOVE gun jamming? It's ridiculously bad in this game. 
  5. humanbean234
    humanbean234
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    • 25 kudos
    MC5 smiles upon your shenanigans.
    (Currently working on a re-vamp of Apocalypse Armory, and when/how weapons jam is supposed to be a factor of what you decide to carry. Chinese Assault Rifles may do more damage and hold more rounds than their NATO counterparts, but they're less accurate and poorly-made, so they jam more-often.)
  6. mocholate
    mocholate
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    Any possiblity of making th eNPC's jam too?
    More than a bit infuriating when using an AR only puttting 10-17 rounds out before a jam, where-as the npcs just get to spam whole mags at me with 10mm smgs...
    1. MattyDienhoff
      MattyDienhoff
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      They definitely get jams too. I see it pretty frequently. It works the same way for NPCs as it does for players, it's based on the condition of their weapon.
  7. Roxus13
    Roxus13
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    • 17 kudos
    I noted A serious bug, some NPCs seem to no longer use their weapons at all, they simply come to me and stare at me.
    1. MattyDienhoff
      MattyDienhoff
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      Have you isolated that problem to this mod? It's not likely that this mod would cause that, as the only thing this changes is jam probability.
  8. tutuki
    tutuki
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    i was able to observe by my G3
    i was worrying about whether it is applied also to Mod arms which arranged vanilla weapons
    thanks
  9. MattyDienhoff
    MattyDienhoff
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    It should work for mod weapons too, but it probably depends on what animations the new weapons use. If a weapon's animation set doesn't have a jamming animation, it can't jam. I've observed this with a few vanilla weapons in New Vegas, notably the .357 Magnum Revolver, which doesn't have a jam animation and therefore never does.
  10. tutuki
    tutuki
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    this Fantastic Mod does increase to vanila weapons only?