Thanks to my life getting back together, and the advent of the Fallout series (great series BTW), I've decided to dabble back into modding Fallout 4! I'm in the middle of improving a lot of the systems that were not ideal at the time, including probably the biggest one: see through scopes. I've finally figured out how to implement it. I'm now in the middle of learning how to script so I can toggle the magnification and magnifiers without going to the workbench.
With permission, I'll be asking if I can integrate Wardaddy's excellent animations into the mod directly - if I can't, I'll redirect you guys to downloading that one first then using my version on top.
Troubleshooting tips. Please try them in the order.
NOTE: IF YOU ARE USING WEAPONSMITH EXTENDED, REPORT ANY PROBLEMS TO WSE. I AM NOT RESPONSIBLE FOR WSE IN ANY WAY.
1. Check you followed these steps: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation 2. Reinstall mods manually (ie. without NMM). 3. Do not use any additional downloads (Marksman Scope, etc.), just the original plugin. 4. Push mk14.esp in NMM or some mod manager up the load order. 5. Disable all mods and activate only this one. If that does the trick, re-enable mods until one causes a CTD. Note down which mod that was. 6. Update your game. Prior to a specific version of the game, the game will not generally load BA2 (and thus the resources) for the mod. I have noticed this is generally a problem with those with 'less-than-legal' copies. 7. (Don't do this unless you -really- want this gun). Verify install of the game, and reinstall if necessary.
Patch History:
1.0 - Initial Release 1.0a - Bug fixes 1.1 - More bug fixes, reduced recoil, more receiver options. 1.2 - Even more bug fixes, reduced recoil further, new EOTech XPS3 sight. 1.2a - Adjustable damage and recoil in-game 1.2b - Sight lens now a bit less dirty in the middle (allowing for easier shooting) 1.3 - Recoil properties dramatically changed, adjustable reticles, new mounting option for XPS3, scope lenses now rendered better, minor texture improvements. 1.3a - 4 new XPS3 reticles, minor texture improvements to SpecterDR, new viewing options for CQBSS. 1.3b - CQBSS fix in addition to 1.3a fixes. 1.4 - New EOTech G33 magnifier, minor recoil changes. 1.4a - Correct plugin uploaded. 1.5: PMII scope, bug fixes 1.6: M952V flashlight, more bug fixes 1.7: Minor texture improvement and more locations added. 1.7a: New reticle options for CQBSS, can craft at chem station, flashlight brighter
Long time no see my friend! Glad to see your post from last April, hope you're still working through that. I know a lot of people would be extremely eager to see a reintroduction of this mod... I still use the old Redux setup by Vendetta/WD that's since disappeared from the Nexus. Would love to see what you can do with the update! Cheers, hope all is well.
Almost 10 years and your Mk14 is still one of my core weapon mods that stays with me through every playthrough as one of my main weapons... Now that's standing the effing test of time.
Nice and all but since the Field of View is like 115 it feels like the buttstock is leaned on your elbow instead of upper chest and the gun looks really small compared to rest of the weapons vanilla or modded.
I had exactly the same issue when downloading the mod. It was just now that I realized that I didn't activate the mk14.esp in the plugins-list in my MO2. Don't know how I could be so stupid. It works now, maybe you want to check your Mod Manager for the same kind of stupidity I am guilty with...
To this day the MK14 EBR remains my favorite Fallout 4 weapon mod. Of late I've been thinking that someone needs to show some love for it with some updates. So, seeing you back in the game brightened my day. I play it with Wardaddy's animations and EdDante's flipped textures. It also works great with classic holstered weapons (CHW). All conditional on not using the next-gen update, of course. (I used the FO4 Downgrader and its requirements.)
I always carry three copies of the rifle in my inventory (assigned to favorites) and roleplay it as one rifle (XPS3 with magnifier deployed, another undeployed, and the third rifle with a scope). I have to admit that the most amazing work I've seen with weapon customization on the fly is the NOVESKE 'OAA' RECCE. It also nicely incorporates side-aim framework and related sights.
Once again, welcome back. Looking forward to your future work!
I'm having some trouble where the gun is invisible when I look at it in the Pip-Boy and when I inspect it/equip it the game crashes. The person I picked it off of wasn't using it, it was only in their inventory. Can anyone help? I have tactical reload, See-Through scopes, the Main files and the Update mods for this gun. Am I missing a mod?
I tried browsing around the available weapons in the game and I thought maybe I could just look for a mod for certain guns that would catch my fancy and this is one of them. So far I haven't ran into problems. Upon firing this gun, my goodness it sounds amazing. Not going for any realism whatsoever but I just love the sound of this gun. I'm doing a cleaner run now after messing lots of stuff up with various mods here and there and this is one of a few that I need. Thanks!
why were the flashlight and red dot taken out ? ive had this mod on xbox and pc and i always loved the flashlight. it actually projected light in a beam or cone unlike the vanilla pipboy. im currently on a playthrough with dark lighting and wanted to use this mod. its a awesome gun but the flashlight was a part of its bread and butter for me. red dot was mostly for show aswell as the weapon skins and wrappings but those all made it special. are there any mods that could add a flashlight to this weapon? most light mods just touch vanilla guns.
The ones I picked up around the map make the character assume bare fist melee stand when drawn it doesn't do anything when I press attack, no punching or shooting, just nothing.
1428 comments
Thanks to my life getting back together, and the advent of the Fallout series (great series BTW), I've decided to dabble back into modding Fallout 4! I'm in the middle of improving a lot of the systems that were not ideal at the time, including probably the biggest one: see through scopes. I've finally figured out how to implement it. I'm now in the middle of learning how to script so I can toggle the magnification and magnifiers without going to the workbench.
With permission, I'll be asking if I can integrate Wardaddy's excellent animations into the mod directly - if I can't, I'll redirect you guys to downloading that one first then using my version on top.
NOTE: IF YOU ARE USING WEAPONSMITH EXTENDED, REPORT ANY PROBLEMS TO WSE. I AM NOT RESPONSIBLE FOR WSE IN ANY WAY.
1. Check you followed these steps: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
2. Reinstall mods manually (ie. without NMM).
3. Do not use any additional downloads (Marksman Scope, etc.), just the original plugin.
4. Push mk14.esp in NMM or some mod manager up the load order.
5. Disable all mods and activate only this one. If that does the trick, re-enable mods until one causes a CTD. Note down which mod that was.
6. Update your game. Prior to a specific version of the game, the game will not generally load BA2 (and thus the resources) for the mod. I have noticed this is generally a problem with those with 'less-than-legal' copies.
7. (Don't do this unless you -really- want this gun). Verify install of the game, and reinstall if necessary.
Patch History:
1.0 - Initial Release
1.0a - Bug fixes
1.1 - More bug fixes, reduced recoil, more receiver options.
1.2 - Even more bug fixes, reduced recoil further, new EOTech XPS3 sight.
1.2a - Adjustable damage and recoil in-game
1.2b - Sight lens now a bit less dirty in the middle (allowing for easier shooting)
1.3 - Recoil properties dramatically changed, adjustable reticles, new mounting option for XPS3, scope lenses now rendered better, minor texture improvements.
1.3a - 4 new XPS3 reticles, minor texture improvements to SpecterDR, new viewing options for CQBSS.
1.3b - CQBSS fix in addition to 1.3a fixes.
1.4 - New EOTech G33 magnifier, minor recoil changes.
1.4a - Correct plugin uploaded.
1.5: PMII scope, bug fixes
1.6: M952V flashlight, more bug fixes
1.7: Minor texture improvement and more locations added.
1.7a: New reticle options for CQBSS, can craft at chem station, flashlight brighter
Almost 10 years and your Mk14 is still one of my core weapon mods that stays with me through every playthrough as one of my main weapons... Now that's standing the effing test of time.
It works now, maybe you want to check your Mod Manager for the same kind of stupidity I am guilty with...
To this day the MK14 EBR remains my favorite Fallout 4 weapon mod. Of late I've been thinking that someone needs to show some love for it with some updates. So, seeing you back in the game brightened my day. I play it with Wardaddy's animations and EdDante's flipped textures. It also works great with classic holstered weapons (CHW). All conditional on not using the next-gen update, of course. (I used the FO4 Downgrader and its requirements.)
I always carry three copies of the rifle in my inventory (assigned to favorites) and roleplay it as one rifle (XPS3 with magnifier deployed, another undeployed, and the third rifle with a scope). I have to admit that the most amazing work I've seen with weapon customization on the fly is the NOVESKE 'OAA' RECCE. It also nicely incorporates side-aim framework and related sights.
Once again, welcome back. Looking forward to your future work!
Edit: i disabled both the update file and the tactical reload patch, and it still is broken. I'll try reinstalling it and see if that works
So far I haven't ran into problems.
Upon firing this gun, my goodness it sounds amazing. Not going for any realism whatsoever but I just love the sound of this gun.
I'm doing a cleaner run now after messing lots of stuff up with various mods here and there and this is one of a few that I need.
Thanks!
punching or shooting, just nothing.
third person
first person
이 사이트에서 https://www.nexusmods.com/fallout4/mods/52619?tab=files
제거하세요...
1.MK14 EBR - MAIN FILES
2.MK14 EBR - UPDATE
3.MK14 EBR_NEW_ANIMS
4.MK14 EBR_TEXTURES
5.MK14 EBR QUICK EQUIP ANIMATION
6.MK14 EBR WITH WD ANIMATION - TACTICAL RELOAD PATH
I have no problem with over load orer
I was wondering at the time I made this comment because I was hoping I can get permission to borrow the assets for a Skyrim project I was working on.