I dont think anybody has mentioned it but I feel like the sights are slightly off. Maybe its just my mods but when I shoot I feel like the bullet travels a little to the left from where I aimed at the target
There's a place where you'll find man's best friend, slight hike to the east will mark your journeys end. After a fight above the ground, look for a way underground. The rads will kick your noggin, but that shouldn't be a problem for you, the master of unlocking.
The location is also on the mod page, without this bullshit.
No. I think the .308 version doesn't have the unique, if I recall correctly. I'll add it to my to-do list. Might take a while, as I'm currently working on a few new mods and reviewing/improving my oldest mods.
Would it be a possibility of making a version chambered in .308? I know this isn't TTW, but .32 never made any sense to begin with. Not sure what Todd was smoking.
"What Todd was smoking" was probably .32-20 Winchester ammo. For hunting rifles this .32 had many benefits over .308 bullets:- 1) you could have a common ammo for your pistol and rifle. 2) cheaper. 3) less recoil. 4) a bit quieter. 5) at short range similar damage, and at point-blank range a bit more damage (due to fatter tip & wider calibre = a bigger hole). 6) although less powerful at longer typical hunting range, it meant less meat damage - most game were soft targets, not deathclaws.
The problem was at longer ranges (well, anything much beyond 120 yds) - the .32-20 slowed down sooner due it's weaker power yet slightly bigger diameter. But the typical working rifle is more likely being used by average joes shooting rabbits & deer at modest distance and not elite marksmen shooting several hundred yards. And if suddenly faced with a slightly bigger threat at close range, the .32-20 will do similar damage to a .308. For a time .32-20 was therefore touted as the "all-purpose" solution for your pistol & rifle.
That's not to criticise a mod offering a .308 version! Just offering a likely explanation of why a .32 rifle is in the game.
Fantastic and very much needed weapon, but I think I found a bug, or it might be an incompatibility with Vicious Wastes, I'm using the scripted version, and so far every Scoped Hunting Rifle I've found on Super Mutants is completely damaged, so they have the ammo and the gun, but they can't shoot it since it's broken, I've haven't seen the weapon on anything else yet, but I have been mostly fighting Super Mutants.
Did some testing. Normal version works as intended. Script version spawns the weapons at very low condition for some reason, so it's not a conflict with VW. I'll try to figure it out. Thanks for the report. *Edit* OK. Think I found the problem. It seems GECK wiki's info on "AddItemToLeveledList" is either incorrect or script extender or something changes the function to work differently.
This has very quickly become one of my favorite weapons. I already loved the Hunting Rifle for how handy it was throughout the whole game so many playthroughs past, and I loved being able to stick a scope on it in New Vegas (although I wished a suppressor was an option then as well).
Now, while it may not be a separate add-on for the weapon, neither is the Suppressed 10mm Pistol in the vanilla game, so this is an absolute dream weapon for me. With this and a Point Lookout Lever-Action Rifle, I'll be set for just about any fight.
Thanks for sharing this mod. I wasn't keen on the WMK and ironsight mods (which both try to do too much and don't always work) - and after all, I was only after a couple more scoped guns in the game for 1st-person distant shots - this mod and your laser sniper do just that for me. Endorsed, massively.
23 comments
PS can you please give us a hint to where the suppressed hunting rifle is?
After a fight above the ground, look for a way underground.
The rads will kick your noggin, but that shouldn't be a problem for you, the master of unlocking.
The location is also on the mod page, without this bullshit.
1) you could have a common ammo for your pistol and rifle.
2) cheaper.
3) less recoil.
4) a bit quieter.
5) at short range similar damage, and at point-blank range a bit more damage (due to fatter tip & wider calibre = a bigger hole).
6) although less powerful at longer typical hunting range, it meant less meat damage - most game were soft targets, not deathclaws.
The problem was at longer ranges (well, anything much beyond 120 yds) - the .32-20 slowed down sooner due it's weaker power yet slightly bigger diameter. But the typical working rifle is more likely being used by average joes shooting rabbits & deer at modest distance and not elite marksmen shooting several hundred yards. And if suddenly faced with a slightly bigger threat at close range, the .32-20 will do similar damage to a .308. For a time .32-20 was therefore touted as the "all-purpose" solution for your pistol & rifle.
That's not to criticise a mod offering a .308 version! Just offering a likely explanation of why a .32 rifle is in the game.
Normal version works as intended.
Script version spawns the weapons at very low condition for some reason, so it's not a conflict with VW.
I'll try to figure it out. Thanks for the report.
*Edit*
OK. Think I found the problem. It seems GECK wiki's info on "AddItemToLeveledList" is either incorrect or script extender or something changes the function to work differently.
Now, while it may not be a separate add-on for the weapon, neither is the Suppressed 10mm Pistol in the vanilla game, so this is an absolute dream weapon for me. With this and a Point Lookout Lever-Action Rifle, I'll be set for just about any fight.
Endorsed, massively.