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sligth

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sligth

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  1. sligth
    sligth
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    Sticky
    I couldn't set up different dependencies for the WSE version of this plugin on the Nexus, and a FOMOD version would be a little complicated and would add unnecessary work.

    I am currently running both versions of Desert Eagle in parallel along with a ton of other standalone weapons because of lack of compatibility with the Combat Scopes plugin, plus I am not a huge fan of the rebalancing.. at least in my current high level game.

    On the plus side the Desert Eagle wasn't re-balanced... it is still the top dog for handguns, even more so with this plugin.
  2. ZxAsriel
    ZxAsriel
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    Guys, don't download this.
    Hasn't been updated, says it's missing masters that aren't actually there any more cause the main desert eagle mod was updated so much, will most likely corrupt your save: all I'm saying is if you download this: you risk everything in your save file, just a fair warning.
    1. very sad.
    2. Elchupanibre83
      Elchupanibre83
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      As it says, master is missing, you don't take a lot of risk and won't corrupt your save lol, but it will do...absolutely nothing.
      Master file has been updated and rename, but not this silencer mod,  so obviously the required esp is missing.
      You can make this silencer work with the old version from 2016 ( https://www.nexusmods.com/fallout4/mods/10011?tab=files
      download old file " Desert Eagle .50 AE").
      It work fine for me, you just can't use flashlight and silencer on the same weapon. You can also have the old version with silencer and the new one updated
  3. MrTorlof
    MrTorlof
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    I do not know what is going on, I am receiving message from Vortex saying that:
    [DesertEagleSilencer1.4] is missing master files which it depend on [DesertEagle50AE]
    I am using the newest version of desert eagle stand-alone made by Doom, uploaded by Stabcops.
    1. YeetIDK21
      YeetIDK21
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      I have the same problem but I can still launch the game
    2. Did you find solution?
  4. tehdman
    tehdman
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    Way out of date, sad!! Oh well :(
  5. Shigari
    Shigari
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    Probably won't ever be an update. If anyone understand how to use FO4Edit to change master files and trade dependencies, that would be great. I tried and failed.
  6. conundrum
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    This mod needs updating. At present, you must use the 04-Mar-2016 version of stabcops mod and not the newest version, 21-Jun-2016. The mod looks for the master file of the 04-Mar-2016 and NOT the master file of the newest version.
  7. OniiSean
    OniiSean
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    It's not a silencer. It's a suppressor.
  8. hereforthemods02
    hereforthemods02
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    i was wondering if it'd be possible to get a version to work with the doombased weapon pack, or if there was a way to edit this mod to do that itself?
    i'm not using weaponsmith-extended, just the doombased pack.
  9. XenoGangrel
    XenoGangrel
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    I was pretty excited to hear about this but since there is a version mismatch and I am not clued in enough to be able to fix this manually. Will have to wait for an actual update for this mod. oh well.
    1. jimmehboy321
      jimmehboy321
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      i would use the older 1.6 version of the desert eagle mod. the only difference between 1.6 and 2.1 is some fixes to the flashlight and the weapon being added to level lists through scripts.

      in 1.6 it is not added through scripts which is sort of annoying, but since almost all currently updated weapon mods are added through scripts you shouldn't have many compatibility issues if any. unless you're using like 5 billion weapon mods with ammo changes and realism overhauls and all sorts of crazy shit.
  10. Owhatalark
    Owhatalark
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    This mod was done for version 1.6 of Desert Eagle - Standalone Handgun which is still available.
    If you want to use it with version 2.1 then you'll need to do some FO4Edits.
    Add DOOMDesertEagle.esp (version 2.1) as a master.
    Change OBJECT MODIFICATION/MNAM ref xx000801 (version 1.6 ref) to ref xx000801 (version 2.1 ref) for all 15 entries. (You will require both the 1.6 and 2.1 versions to do this edit).
    Change SOUND KEYWORD MAPPING/KEYWORDS ref xx000806 "DEagleFire" (version 1.6 reference) to xx000832 "S_21_Silenced-Subsonic" of THIS mod.
    Now Clean Masters.
    This should remove DesertEagle50AE.esp as a master if everything was done right.
    Save and exit FO4Edit.

    Then you have to do what DARKCONSOLE says to do with the meshes further down this thread.

  11. SotiCoto
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    Well, I took a good look at all the bits and pieces of this mod to see if I could make it work with the current versions of the Desert Eagle...

    ... and failed. Besides the suppressors, almost everything else this mod adds is currently represented in different forms within the Weaponsmith Extended version of the gun, which is just as well as this mod's versions of them I couldn't get to work in the slightest. The suppressors seem to be set up with vanilla assets, drawing from those of other guns... but clearly I'm failing to understand something as I can't get them to attach to the ends of the barrels. They're kinda half stuck into the barrels.

    Not really sure what to make of it now. I don't know if there is any way in FO4Edit to change where / how a mod attaches to a weapon or whether it is determined exclusively on the meshes themselves... I guess there is always the integrated one, right?

    Then again, it isn't like there aren't already weird graphical glitches with a few of the guns in Weaponsmith Extended now...
    1. Gambit77
      Gambit77
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      yeah all the meshes need updated, we'll add these omods back into WSE if we end up fixing them
    2. darkconsole
      darkconsole
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      it is because in the new version of the desert eagle, the muzzle connect point is in the wrong place. its sitting at the 0,0,0 mark instead of where the barrels actually end. you have to edit the barrel nifs of the deagle mod, basically the updated deagle mod is worse now.

      1) move the P-Muzzle connect point in the deagle meshes. DEagleBarrel.nif for example, it should be 0, 5.6, 0.7 https://i.imgur.com/AbBIVIU.png

      1b) maybe move the projectile connect point too because look how stupid the positioning is in that screenshot.

      2) rename DOOMDesertEagle.esp to DesertEagle50AE.esp so fo4edit will load DesertEagleSilencer.esp and then load both esps in FO4edit. in the header of the Silencer replace text DesertEagle50AE.esp with DOOMDesertEagle.esp save/quit. https://i.imgur.com/ufr3kB2.png

      3) rename DesertEagle50AE.esp back to DOOMDesertEagle.esp and play https://i.imgur.com/Ka89lQE.png

      this however did not address the sounds. it still goes KA-f*#@ing-PLOW when you shoot it lol.