File information
Last updated
Original upload
Created by
Highlander4242Uploaded by
Highlander4242Virus scan
Safe to use
Current section
511 comments
Comments locked
The author has locked this comment topic for the time beingGoin' in to hospital for more surgery tomorrow, a Full shoulder reconstruction this time, complete with plates, screws and spakfilla ... so won't be completing/publishing the next Major Version update(1.80) or posting minor version update/hotfixes for a little while, until I'm transferred to hospital inpatient rehabilitation ... wish me luck and try to support each other in comments please, Zalright ?
Cheers
Alrighty, Lads and Lasses,
A big Thank You to everyone who voted this mod 'Mod-of-the-Month' for February, -Cool-
Optional, eXcalibr Ammunition Override v1.0 for 20th Century Weapons -Plus- Reborn is up
v1.70RC HotFix/Update-3 (Cumulative Roll-Up) is up, and v1.1 IronSights HotFix/Update-3 (Cumulative Roll-Up) is up.
Optional Ironsights version is updated to V1.1 -=Full Version=-, and
20th -Plus- Reborn version V1.70RC -=Full Version=- is up, a MAJOR version and bugfix update. Updated test containers, leveled item lists, Supermutie allowable weapons list, spawn lists, ammo 'with' lists, recompiled scripts, as well as various fixes and updates, and numerous minor weapon fixes, etc. Adds ~32 New Weapons and variants. Details at the top of the Long Description page
-= Optional Ironsights version 1.1 authored by gnehs82 is up =-
Now provides Full Ironsights functionality for ~326 weapons ... yes, you read right, ~349 weapons, from 20th -Plus- Reborn weapons for FWE & WMK & Calibr14 !
In conjunction with RH Ironsights, Ironsights bridges for FWE and WMK, that's over 80% of the weapons covered by this mod !
Absolutely outstanding work by gnehs82 over the space of a single weekend ... Well Done indeed !
Typically inclusive of base weapon configuration and as appropriate (SI) versions, including 1H and 2H variants. gnehs82 used Blender where needed to remove obstructing mesh elements, many uncooperative rifle bolts had to have their meshes recreated, also compliant pistols have been increased in scale by a factor of 1.5 in order to simply be more practical for sight pictures.HooRah !!!
NOTE: Requires Rogue Hallows Ironsights mod - 6938 & optionally 6938 FWE & WMK bridges to work.
SPECIAL NOTE: As of veriosn 1.40RC, All 5 DLCs are Required Files for this Mod, as some of the latest weapons utilize textures and assets from the various DLCs.
Major 1.60 changes:
Created and updated ~52 new weapons or variants, scrap weapons, including a few new Uniques, various thrown, grenade, improvised and remotely detonated Grenades/knives/mines/explosives.
Major 1.50 changes:
Created and updated ~51 new weapons or variants, scrap weapons, including a few new Uniques including a unique dagger and new grenade type.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to pipe rifles, and a few other minor weapon fixes, etc
Added unique content and Miscellaneous items for a truly, um, different, 'Secret Military Weapons Cache' (?)
Created, added and placed a variety of uniques and non-uniques in historical (Huzzah! ) and technological (Oorah! ) locations in worldspace ... maybe its time to be a DC Tourist (again (?))
The same again for an Antique 'Unique' ... All I'll say is "Don't feed the Yao Guai !"
NO Spoilers in Comments or your post will be hidden and you'll be sent to the naughty corner to await the Moderators deliberations
-= You have been Warned ! =-
SPECIAL Note: Condition 0% items and weapons CANNOT be equipped, hence you can't self-repair 'em, you need to pay for them to be repaired at a vendor ... also things like grenades and mines that are Not 100% will be less effective, and can only be repaired by paying vendors ...
Created new ammunition type for two(2) new uniques ... .58Cal (15mm) Minie Ball, this ammo type does Massive Damage, if you can hit your target. Updated Frontier Peacemaker with an excellent new Skin/Texture. Added in G3 H&K Assault Rifles and variants. Added in 31 AKS-74U variants, all are available in Test Locker, however, only four(4) have currently been added to faction, levelled spawn and loot lists 'In-Game'. A .410 Bore pipe pistol. There are also ~12 new heavily customised variants, as well as a PKM GPMG, being worked on in Test Locker, not currently spawning 'In-Game'. Added a M92 Beretta (LS,SI), as promised, there is a small chance can spawn 'In-Game'
Created a new Mine type, Claymore Frag Mines ... Moira combined her newfound knowledge of mines with research materials at Arlington Library to recreate 'em, 'Woo-Ha!' Does 20% more Dam than Frag mine, does extra Dam to limbs and an extra 10% on a CritHit ... now remember, as it says on the mine, 'Face this side toward Enemy'
PPS Future Updates:
Coming in future update/s, Major Version(1.80)+ (~Oct 29 ?), Tweaks, Fixes, New Weapons and variants:
Optional xCalibrammo_for_FWE_WMK_&_20th-Plus-Reborn_18668.esp patch ... soon ...
Binoculars,
Digital NV/IFF Binoculars,
Handheld Monocular Sighting/Target Scopes,
IronSight Scopeless 'Vanilla' Sniper Rifle variant, in Semi & Full Automatic (AF),
Handheld Monocular Night Vision/Starlight Scopes
Handheld Monocular Digital NV/IFF Scopes,
Mounted Dynamic Night Vision & NV/IFF Scopes !, will use (NV) abbreviation
FN FAL (Night Sight)(EC,GL,LS,NV,SC,SI).
As well as;
Custom AK-47 Kalashnikov W/GP-30GL (EC,GL,LS,SC,SI)
MAAW, new Missile Launcher,
2H 10G Double-Barrelled Sawn-Off Shotgun,
Khyber-made 9mm Semi-Auto Carbine & variants,
Custom Khyber-made 9mm Semi-Auto Carbine (EC,LS,SC,SI),
Remington Model 95 Double Derringer,
COP .357 4 x Barrelled Derringer/Pepperbox,
'Saturday Night Special' .22LR Revolver,
'Saturday Night Special' .22LR Compact Pistol,
Unique Replica De Lisle Commando Carbine,
Enfield L42A1 Sniper Rifle and variants,
Lee-Enfield MkIII .22-250 Conversion,
12G 4 x Barrelled Shotgun (Custom conversion of WidowMaker x 2),
Unique Winchester Liberator MKI 2h 20G 4xBarrel 'Short' Shotgun/Pepperbox,
Unique 20G Colt Defender MKI 2h 6xBarrel Shotgun & 25mm Grenade Launcher (GL) and PeepSight/Extended Stock variant,
Unique .410 Bore Colt Defender MKI 2h 6xBarrel Shotgun & 25mm Grenade Launcher (GL) and PeepSight/Extended Stock variant,
Japanese Nambu Type 14 8x22mm Pistol,
Japanese Type 99 Arisaka 7.7mm Bolt-Action Rifle,
Japanese Type 99 Arisaka 7.7mm Bolt-Action Carbine,
Civil War Gatling Gun,
1874 Sharps Rifle,
Colt 1848 Dragoon Revolver,
Mosin Nagant M1895 Revolver,
Martini Enfield Carbine,
Unique .58 Long Rifle Musket - Scoped,
TC Contender .45-70 Gov,
Worn TC Contender (Calibr ?),
Improvised/Homemade SMG,
Improvised/Homemade Assault Rifle,
Improvised/Homemade Wastelander Rifle,
Unique SturmGewehr 44 'Vampir' (WWII Active Infrared),
MG-34 'Gruner',
MG-3 'Gruner',
Unique Sterling SMG,
Unique Aus Owen SMG,
Compact 9mm Semi-Auto Pistol,
2 x More 'Khyber-Made'/Jury-Rigged SMGs,
TOZ-87 Tula,
Beretta M-93R and variants,
Beretta Px4 Storm 1h & 2h and variants,
Beretta Model 12 SMG 1h & 2h and variants,
G-43 Walther Semi and variants,
Heckler&Koch MK-23 Mod0 Pistol,
Heckler&Koch G-41 Semi and variants,
Heckler&Koch HK-23E LMG,
Shrike Ares variants,
An Improvised/Scrap Molotov Cocktail Launcher,
more M-14 (AF) WMK variants,
a FlareGun/Pistol and Flareshells (ammo) I'm workin' on,
a .32Cal unique and some new 32Cal textures,
some new Hunting Rifle Models for custom calibre variants,
some new Hunting Rifle textures for custom calibre variants, and
some new Lever-Action textures for custom calibre variants.
Please, Please , do NOT post direct Links to MODS hosted on other sites, or to other Sites that host mods outside Nexus ... it will only result in your comment being moderated ... do the right thing and there'll be no issues .. you can always Message someone about topics of mutual interest ...
If you LIKE this mod, and APPRECIATE the work involved(1,100hrs+ and counting), then PLEASE, don't forget to ENDORSE it
'That is all!'
If your game crashes to Desktop (CTD) shortly after launch or 'hangs' prior to or at the Start-Load screen, then you are 99.9% likely missing a parent Master file, esm or esp ... reread Long description and comments re required files and Load Order ... Launch FO3Edit and it will tell you the missing Master or out-of-order Load Order ...
You require an install of '20th Centuary weapons version 5.12 with addons'(Not a typo! ), tested and Stable BEFORE installing this mod ... ABSOLUTELY MANDATORY, and no ifs, buts or maybes re it being 'version 5.12 w/Addons' !!!
If you are getting exclamation marks ( ! ), missing textures ( ! ), no scope reticles ( ! ), Silenced weapons doing no damage, Super-fast weapon animations, or other 'wierd' stuff happening, then you do Not have a Stable final release version of '20th v5.12 with addons' installed ... version 5, v5.1, v5.12 without addons, or a version you 'Patch update', will NOT suffice ! ...
You MUST create your own 'Merged-Patch' without 'significant' errors, and then run a 'Master-Update' again without 'Any' errors before launching ANY modded game, but especially so with large mods such as FWE and this for example .... links to short detailed and long detailed Howto's for creating a 'Merged-Patch' and running 'Master-Update' are provided in the Long Description ... you will have a more functional, feature rich, game running as the authors intended and a more Stable game if you do this ... you'll be glad you did ...
You have:
(A) Created your own Unique 'Merged-Patch'(Last in Load Order, as always) with FO3Edit.exe, and
(B) Run the 'Master-Update' process, before launching FO3, Yes ?!
For minimal instructions for HowTo complete steps (A)+(B), with pictures, go here or here:
For the full, in-depth, FO3Edit manual, now in PDF format, go to Nexus - 8629 .
SPECIAL NOTE: My updated FWE-WMK-20th ALIVE (Supermutant) faction esp means now Vanilla, FWE, WMK, WMK for FWE and 20th all now merge correctly for Supermutant useable weapons for all former mods. SPECIAL NOTE: For the Supermutant ALIVE merge to work correctly DO NOT include it in your Load Order(Still Load 20th v5.12 ALIVE(Supermutant) normally though) ... create your Merged-Patch and then manually enable ALIVE (SuperMutant).esp ... AFTER-BELOW your Merged-Patch!!! Then Master-Update ...
If you wilfully explicitly choose Not to follow the above directions, you needn't bother requesting help or posting a supposed, 'issue' ... you'll just be wasting yours, mine and everybody elses time ...
If you have checked-off all the above, and still have issues Please post an informative comment detailing your problem, and if in doubt, PM me your Load Order too, please don't post it in comments ...
Constructive comments, possible bugs, suggestions, appreciation, always welcome
Almost every issue that can be encountered has already been posted and discussed in previous Comments ... Please Read the Long Description and browse through Comments Prior to dropping a Comment requesting help in this forum ...
'That is All!'
Another thing, maybe related to the master update problem, a good chunk of NPC's don't have any guns, like some super mutants or raiders or rivet city guards. Even Harkes is without a weapon. Its nice to have all these nice weapons but its not fun shooting at unarmed opponents that wont' drop a gun (either to upgrade from a crappy gun or to sell for money)
One more thing, the Shrike Ares is way over weight compard to real life, the full system weighs only 7.5 pounds unloaded (The mod gives the S-A 20 pounds)
Arghh ...
Guess what, no successful Master-Update, you'll have issues ... posting "... it keeps stopping due to an error, something in the messages log saying Assertion failed" is, frankly pointless/useless. Why not post the Actual Error Message ?!
Pretty presumptive to FALSELY criticize a game/mod re no guns/guns won't drop M8Y, when you haven't got your games Load Order/Installs running yet ? And therefore aren't running a VALID game ... this mod is not 5 minutes work over the weekend and has been in continuous/ongoing development for 19 months ... review the Changelog ...
If you aren't CERTAIN your Load Order is correct, and it ain't or your installs ain't, when you can't successfully Master-Update, then PM me your Load Order and I'll review it for you ...
One more thing, the Shrike Ares weight is now corrected, as well as ROF ... might create some variants of it in a future update ...
Well I triple checked my load order against the recommended load order in your instructions. I was able to get the merged patch and run the game and I get most of the weapons (I can spawn them into the game if I wanted to, but I don't because thats cheating). Most enemies will have the mod weapons, but like I said a few npc's here and there don't have a gun when they should.
BTW, heres the error message from the log, it comes after FO3edit tried to update some stuff withe FWE - Main Fail. It gets to updating the ARMA (armor addons) part and drops this on me...
[00:05] Background Loader: Fatal: <EAssertionFailed: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 10859)>
(BTW, D:\ is the gaming partition of my 256GB Solid state, makes FO3 load so much faster)
Also, on a side note, is there any possibility of having some Semi-Automatic guns fire faster like in other games? Fire as fast as you can click the mouse (though you'd be sacrificing a well placed shot at a distance doing that)
Zalright ...
Is your error when trying to create a merged-patch in FO3Edit, or having successfully created a Merged-Patch then erroring when attempting a Master-Update ? I need to know to help you further ...
Either way, do it again, highlight the ENTIRE Message pane and PM it to me, along with your Load Order, please.
A sub-project on the backburner will have Every valid weapon (Vanilla, FWE, WMK, 20th, 20th -Plus- Reborn ...) have, through scripts, a hot-keyed Dynamic 'Fire Mode Selector' 'Key' of; Single-Shot, 2-Shot or Double-Tap, Burst, Full-Auto, and Switch to or From Underbarrel Grenade Launcher or Shotgun. The weapon stats will dynamically change along with the selection ...
The error was coming after I merged the patch.
Download all files>Extract Files>Sort load order according to instructions>Run FO3Edit to check for errors>Merge Patch>Master UPdate>Play game. Though before the Master Update part was giving me the problem. Now its fine.
Also, what I meant for the Semi-Autos isn't about selective fire (but that would be nice on my trusty M14). Just like in any other game it would be nice if I could fire a Semi as fast as I can click the mouse rather then have to wait a second or two between shots in Fallout 3. I've made my own weapons like that but I can't do it for every gun in someone elses mod (I usually break mods with scripted weapons)
But on the topic of selective fire weapons, it would be nice if the G11 and AN-94 had their slow automatic fires, and their super fast burst fires (2100 RPM for G11 Burst, 1800 for AN-94 2-shot burst)
No-one can 'merge-patch' your load order for you.
Have you even tried yet ? Following the instructions ? Do you know what a Load Order Merge-Patch is (Multiple Links provided in Long Description) ?
There are demonstrably literally thousands upon thousands who have with this mod ... millions upon millions with other Gamebryo engine mods ... if you haven't read the Long description, if you're not interested in increasing your knowledge, or couldn't be bothered ("Its a huge pain in the butt ...")(About 3-5 minutes effort actually for a 'default' FO3Edit Load-Order Merged-Patch), why even download or post your comment ?
"Followed by your:
(a) self-created Merged-Patch with FO3Edit.exe (LAST, as always), and
(b) run the Master-Update process
For minimal instructions for HowTo complete steps (a)+(b), with pictures, go here or here:"
Also, the next line is:
"For the full, in-depth, FO3Edit manual, now in PDF format, go to Nexus - 8629(Green Hyperlink)."
Obviously the 'manual' has a straightforward section on Merged-patch, Master-Update & Master-Restore ...
There's also various ad hoc instructions throughout comments, just do a search for 'merge'
If you mean 'Required', as in required files, the 'Required' link is below 'Unique D/Ls' between 'Add' and 'Perms'.
Re " ... i get the launch crash ..." (if its immediate) means you are missing a Master File or 'Out-of-Order' Load Order ... simply do a default launch of FO3Edit and it will 'Error' giving you an error message specifying the 'Missing Master' ...
Cheers
'Kudos' to you cheesecakeburrito M8Y
Jeebus Wept man ... LOL
Click on 'Required' files link !
As previously posted:
"If you mean 'Required', as in required files, the 'Required' link is below 'Unique D/Ls' between 'Add' and 'Perms'.
You and AbbaddoN33 seem to be determined to supplement my workload
Excellent report, thank YOU and Kudos to You
Not 'with it' yet, will reply in detail next week ...
Sent ya PM. Looks to me as most of what you're reportin' is Load Order/3rd-Party patch related
I am planning on making an optional xCalibrammo_for_FWE_WMK_&_20th-Plus-Reborn_18668.esp very soon.
Please move to Forum/Discussions/Bug Reports and edit this post re 'bloat'.
Cheers M8Y
The 20th Century guns 5.12 with addons was unavailable at gamefront. At least, can someone reupload the mod somewhere? I asked for my cousin's mod, and that's how I was able to play the mod, but how about those without anyone to give them the necessary mod? I would love to upload it, but my internet is only 1 mbps
Anyway, I still endorsed this mod. Thanks a bunch
The instructions are quite detailed, and a browse thru comments will show up a number of step-by-steps ... the offsite is still available, if you are getting access errors due to your country of origin, again there are workarounds in comments. ScottiefingR won't be getting far as he has only downloaded an update ...
You are most welcome, Cheers & Enjoy
PS Next version update ~2-3 weeks
Cool. RTFM helps. Perhaps this, 'wonderful mod', may be worthy of your endorsement ?
[00:55] Background Loader: [20th_Century_Weapons -Plus- Reborn_v1_70RC-18668_Ironsights_v1_1.esp] Building reference info.
[00:55] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord MICO 4F43494D
[00:55] Background Loader: Errors were found in: Weap20centCARM635ColtDrumSemiSilent "M-635 CAR Colt Drum Semi (SI)" [WEAP:1E030935]
[00:55] Background Loader: Contained subrecords: EDID OBND FULL MODL MICO NAM0 REPL ETYP MOD2 MOD4 INAM SNAM XNAM TNAM NAM9 NAM8 DATA DNAM CRDT VNAM
and also in version 1.60 as post above
i recive same message
Errors were found in: Weap20centCARM635ColtDrumSemiSilent "M-635 CAR Colt Drum Semi (SI)" [WEAP:10030935]
Contained subrecords: EDID OBND FULL MODL MICO NAM0 REPL ETYP MOD2 MOD4 INAM SNAM XNAM TNAM NAM9 NAM8 DATA DNAM CRDT VNAM
Error: record WEAP contains unexpected (or out of order) subrecord MICO 4F43494D
Errors were found in: Weap20centCARM635ColtDrumSemiSilent "M-635 CAR Colt Drum Semi (SI)" [WEAP:10030935]
Contained subrecords: EDID OBND FULL MODL MICO NAM0 REPL ETYP MOD2 MOD4 INAM SNAM XNAM TNAM NAM9 NAM8 DATA DNAM CRDT VNAM
if you want i can post or send message to you with my load order if that will help resolve problem.
After instaling new version and a few new mods i start a new game once more.
"@ onkenoke
You're welcome
That M635 data error is from the IronSights optional esp ... killed that before, but its surfaced again, I'll fix that for the next update, even though it does no harm/no effect, a 'false positive'."
CTD
------
m-10/22 rugger carbine (ec,ls,sc,si)
svd dragunov (ec,ls,sc,si)
MISSING MODEL
---------------------------
ak-74u assault rifle (all)
assault pistol
hunting rifle (ec,ls,sc,si)
law dog (ls,sc,si)
marlin m-1895
marlin m-336
marlin m-444
model-500 smith&wesson (si)
r91 sf assault carbine (all)
saturday night special .22lr
osv-96 amr (all)
amp automag-iii
m-10/22 ruger carbine
m-1918 bar
m-1918 bar (si)
r91 sf assault carbine
r91 sf assault carbine (sc,si)
r91 sf assault carbine (si)
r91 sf assault carbine (sc)
MISSING SCOPE
------------------------------
desert eagle (ec,ls,sc,si)
chinese qb2-03 assault rifle (sc)
chinese qb2-03 assault rifle (sc,si)
MISSING OR BAD TEXTURES
-------------------------------
improved dynamite bundle : (missing or simple plain?)
corroded m-199 assault rifle
fn-fal (night sight) m203 (ec,ls,sc)
fn-fal (night sight) m203 (ec,gl,ls,sc)
prototype 'x277' 'viper' magnetic railgun
stg44
scrap shuriken
remington 7615 (sc,si)
remington 7615 (si)
s&w 5906 10mm (all)
OTHERS
------------
-mauser carbine : no ironsight
-pipe pistol .32acp : same model as 'improvised smg'?
-hunting rifle (sc) : with silenced sound, without scope
-hunting rifle (sc,si) : without scope
-hunting rifle (si) : louder sound, no silenced
-the boss : reused rifle model? i think that must be a special weapon model
-reused weapons many times
-some talon and mutants figth without weapons. i think my load order is correct
your mod is very great and good, and is toooo much effort!
i only check every weapons in lockers (test container), and i got bored and fatigued!
thanks!
Excellent, thank you. Lol
Well, I did ask you to be precise
Hm, you may be missing meshes/textures from incomplete install/extractions ... have you checked the paths for the 'missing' files against the contents of the download files ?
A few of the weapons you list are specifically corrected by previous hotfixes/updates ...
Check out the 'Images' files ... some of the weapons you mention are captured 'in-game' ... definitely no missing model or texture for them ... for example, 'scrap shuriken' model and texture is in v1.60 zip ... 'The Boss' is a unique ... Remington 7615s and AMT Automag III models and textures are in the 1.61 and/or Ironsights 1.01 HotFix/Update ...
When I have more time I''ll reply in detail.
Cheers
Hm, looks like a chunk o' data from v1.40 somehow got lost when creating v1.50 full version ...
CTD
------
m-10/22 rugger carbine (ec,ls,sc,si) - Hm, corrupted Model (Nif). FIXED: In next Update.
svd dragunov (ec,ls,sc,si)Hm, corrupted Model (Nif). FIXED: In next Update.
MISSING MODEL
---------------------------
ak-74u assault rifle (all) - Models (Nif) missing. FIXED: In next Update.
assault pistol - Model (Nif) MIA. FIXED: In next Update.
hunting rifle (ec,ls,sc,si) - Model (Nif) MIA. FIXED: In next Update.
law dog (ls,sc,si) - Model (Nif) MIA. FIXED: In next Update.
marlin m-1895 - A-OK.
marlin m-336 - A-OK.
marlin m-444 - A-OK. No IS Model, yet.
model-500 smith&wesson (si) - Missing Model (Nif). FIXED: In next Update.
saturday night special .22lr - In progress, Not in-game, yet
osv-96 amr (all) - Models (Nifs) MIA. FIXED: In next Update.
AMT Automag-III - Models/textures in 1.61 and/or ironsights v1.01 HotFix/Update
m-10/22 ruger carbine - A-OK. No IS Model, yet.
m-1918 bar - A-OK. No IS Model, yet.
m-1918 bar (si) - A-OK. No IS Model, yet.
r91 sf assault carbine - Path error in esp. FIXED: In next update.
r91 sf assault carbine (sc,si) - Path error in esp. FIXED: In next update.
r91 sf assault carbine (si) - Path error in esp. FIXED: In next update.
r91 sf assault carbine (sc) - Path error in esp. FIXED: In next update.
MISSING SCOPE
------------------------------
desert eagle (ec,ls,sc,si) - Has scope. Models/textures in Full 1.50 version.
chinese qb2-03 assault rifle (sc) - Path errors in esp. FIXED: In next update.
chinese qb2-03 assault rifle (sc,si) - Path errors in esp. FIXED: In next update.
MISSING OR BAD TEXTURES
-------------------------------
Improvised dynamite bundle : (missing or simple plain?) - Same texture as for stick of Dynamite.
corroded m-199 assault rifle - Will revisit, again, in next update.
fn-fal (night sight) m203 (ec,ls,sc) - Texture path error in Nif. FIXED: In next update.
fn-fal (night sight) m203 (ec,gl,ls,sc) - Texture path error in Nif. FIXED: In next update.
prototype 'x277' 'viper' magnetic railgun - Will revisit, again, in next update.
stg44 - Models/textures in Full 1.50 version.
scrap shuriken - Models and textures in v1.60 version upgrade.
remington 7615 (sc,si) - Models/textures in 1.61 HotFix/Update.
remington 7615 (si) - Models/textures in 1.61 HotFix/Update.
s&w 5906 10mm (all) - Textures missing. FIXED: In next update.
OTHERS
------------
-mauser carbine : no ironsight - Yes, not yet.
-pipe pistol .32acp : same model as 'improvised smg'? - Yes.
-hunting rifle (sc) : with silenced sound, without scope - Path errors in esp. FIXED: In next update.
-hunting rifle (sc,si) : without scope - Path error in esp. FIXED: In next update.
-hunting rifle (si) : louder sound, no silenced - Path errors in esp. FIXED: In next update.
-the boss : reused rifle model? i think that must be a special weapon model - A unique weapon & Dataset, re-used model
Edit: All above identified bugs should now be stomped on (resolved) in v1.70 -=Full Version=- and IronSights v1.1 -=Full Version=-.
Enjoy
Thank you.
They're meant to have an Urban Camo (Black/Grey) ... excluding Mag & Scope ... if they look like the ones in uploaded 'Images', they're A-OK
Cheers M8Y
Thanks!
You are most Welcome.
Enjoy
p.s think of the nurses
Thanks for the feedback. When you get the chance please, please let me know the precise names of the 'two weapons', FWE or not, so I can check 'em ...
What do you think about the content of the current update and the next comin' ? Any comments on the 'In-Game' images I've been posting ?
You might want to download and update to '20th Century Weapons -Plus- Reborn v1.70RC HotFix-Update-3' ...
Cheers and Enjoy
Latest updates a peach
I checked all the files before i downloaded and put the hot fixes on straight after install
Ultra in widescreen is like a new game
The Browning High powered Pistol, the Lewis MKII Machinegun and the M79 Grenade Launcher (unmodded), are all original FWE, ... probably incomplete files or partly corrupt ... so you might want to manually extract the nifs and textures for 'em and copy into relevant data folders ...
Yeah, go for it re the youtube vid ... could link to it on the Description page and vice-versa ... you do realize every weapon is in the lockers in Alexandria Arms foyer whenever you enable 'both' of the (Test Container) esps, including 'finished' weapons Not currently 'in-game' ? Collecting ALL current ~936 weapons would be difficult, as quite a few are rare to very rare spawns ...
The modded non-SI NV FAL is my personal favorite 'all-round' weapon in-game, it and a modded Sniper/AMR Rifle and a backup pistol pretty well covers everything for me ...
Took quite a while testing and troubleshooting, but I'm now happy with the NV Scope scripts, work a treat ... thinking of inserting a 'toggle' key to enable/disable NV mode at will, thoughts ? I need to create a NV Scope that looks something like a AN/PVS-4, it's really buggin' me, or is the latest bulky/red lens/extra knobs scope, Fallout/y enough ? Any suggestions on other rifles I should option for NV ?
Am also trying to come up with scripts I'm totally happy with to switch back n forth between Cartridge and 40mm Launcher mode on the M203 & GP-30 GLs I've been creating ... gettin' there ... also well down the track to introduce five(5) different types of 40mm shells ...
Cheers
PS Just sayin', 'cause '20th Century Weapons -Plus- Reborn v1.70RC HotFix-Update-3' doesn't show up in your download history ?
Aye i thought they were from FWE, I'll get that sorted then.
Oh aye, i forgot about the test locker haha i didn't enable it, thought it'd be more fun to randomly find out what weapons are in the game by looting/vendors :p I'll shove it on vor doing a video though. I'll make the video once I've got the new card installed( should be within the next week) to do it justice, plus with the current setup, fraps does make the fps drop a fair bit
I can't wait to find it, I'm using the Chinese assault rifle with scope, extended mag and laser sight, but it's fairly low powered so i burn through ammo like crazy
re night vision,That could be interesting, i use the 360 controller but i have the keyboard setup for the abilities that FWE provides ( grenade, sprint, bullet time) but the night vision one does bugger all :/ maybe i've overlooked something but it would certainly be nice to have another option. I like to scan areas through a scope and plan an assault before hand, night vision hot key would be grand for that
i know a few guns have scripts to let you switch between auto etc but i haven't a clue how to actually switch them ( could be because i use the controller)
I just double checked that i do have the hot fix installed and it is :/ not sure why it's not showing up, all working ok though!
Cheers
You can enable the (Test Container) esps, then Console COC there, or visit in-game, make a unique save and then revisit to test weapons at convenience (toggle ON, visit save, exit, Toggle OFF), when you don't need it anymore, disable both (Test Container) esps and continue on as before, then there are no issues with an in-play game/saves ... I have such a save I revisit whenever I'm 'in-game' testing finished weapons ...
PM me when you've got your new card setup ... My tweaks n' settings get 30FPS exterior cells and 60FPS in interiors on a cheap/crap ATI 1GB 5450 with textures and LOD maxed out, Widescreen